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Aboleth

Aboleth

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Acolyte

Acolyte

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Aklea

Aklea

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Alchemist

Alchemist

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Amethyst Dragon

Amethyst Dragon

Though still reclusive by draconic standards, amethyst dragons are the most diplomatic of the gem dragons. They favor nonviolent negotiations, but even deals they make in good faith seem to end in their favor. They make their lairs welcoming to humanoid guests and are always eager to resolve a conflict with words before resorting to talons or the earth-shattering force of their breath weapons.

Master Manipulators. To meet an amethyst dragon is to become its puppet. The moment it becomes aware of a creature, the dragon is already plotting to thwart the creature’s plans or claim it as a pawn. An amethyst dragon’s only saving grace is its lack of malice. Rarely does an amethyst dragon kill its foes outright, considering such violence a needless waste of resources. Instead, it seeks to turn each situation to its advantage—and occasionally to the advantage of its allies as well.

Angels

Angels

Angels are the immortal servants of the gods and the extensions of divine power. They aid mortals, battle fiends, and further their deity’s causes. While most angels are good, some evil deities are served by evil angels. All angels hold their god’s divine laws as sacred.

Angels appear as awe-inspiring, winged humanoids of unearthly beauty and strength.

No Possessions. To angels, the physical world is not as real as their native realm of divine energy. Angels own no physical objects of their own, though they may sometimes safeguard another being’s treasure. Even an angel’s garments and weapons are made of astral energy and are changeable according to the angel’s needs.

Angels of Chaos. Legends tell of angels of chaotic alignment that travel the astral realm alone, unaffiliated with any god. They claim that angels existed before gods, and that the “fall of angels” was when most angels forsook their independence to become servants of the gods.

Aligned. An angel radiates a Lawful aura. Most angels also radiate a Good aura, and a few radiate Evil.

Celestial Dissolution. When an angel dies, its body and equipment dissolve into motes of light.

Detect Alignment. An angel knows the alignment, if any, of each creature within 30 feet that it can see.

Immortal Nature. An angel doesn’t require air, sustenance, or sleep.

Animated Objects

Animated Objects

In a world filled with magic, even the most mundane object might be more than it appears. Animated objects can sit motionless for years, only to spring to life at their master’s command. Though animated objects do not normally possess personalities of their own, some mirror the traits of their creator, their environment, or the creatures they interact with regularly.

Tireless Guardians. Their innocuous appearance makes animated objects the perfect guardians for those looking to catch intruders by surprise. Because they do not eat or rest, such objects can remain at their posts for centuries, long after their original owners have moved on.

Endless Variety. With potent enough magic, nearly any object can be granted the semblance of life. Creators of animated objects might weave other magic into their handiwork, such as the ability to sense falsehoods spoken in the item’s presence, immunity to a certain element or spell, or a curse that befalls whoever destroys the object.

Ankheg

Ankheg

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Ape

Ape

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Archfey

Archfey

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Archmage

Archmage

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Assassin

Assassin

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Axe Beak

Axe Beak

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Azer

Azer

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Baboon

Baboon

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Badger

Badger

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Balor

Balor

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Bandit

Bandit

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Banshee

Banshee

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Basilisk

Basilisk

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Bat

Bat

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Bay Witch

Bay Witch

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Behir

Behir

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Berserker

Berserker

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Black Dragon

Black Dragon

With a death’s-head face and black wings like a tattered cloak, a black dragon somewhat resembles the humanoid personification of death. And indeed, of all chromatic dragons, the black dragon is the one most fascinated by death and ruin. Dwelling in rotting swamps among fallen and forgotten monuments, a black dragon revels in terror and decay.

Cruel Ambushers. Black dragons are equally at home high in the night sky or hiding beneath the murky waters of their swamp lairs. They can surround themselves with magical pools of inky shadow. With many ways to hide from prey, black dragons are deadly ambush hunters. Most black dragons relish the fear of their quarry and draw out their hunts as long as possible. Sometimes they reveal themselves long before they first strike simply to menace their foes. At other times, they grant wounded prey temporary respite, allowing the illusion of escape before plunging their quarry into darkness and terror.

Ancient Monuments. Black dragons are both attracted to—and the cause of—decay and ruin.
They often lair within the palaces of fallen kingdoms, especially those they helped topple. The corrupting
influence of a black dragon’s presence turns ground to turn to mud, causes grasping plants to crack stone,
and eventually drowns old relics under the stinking bog. But even long-buried peoples still seem alive to
the black dragon. It holds ancient rivals in a mixture of contempt and reverence, and often gloats over
the dead it has drowned. Collectors and students of ancient relics and treasure, black dragons are
eager to share their knowledge about ancient mysteries—though the questioner may not long
survive the answer.

Life Beyond Death. With their fixation on time and mortality, black dragons are the most common dragon liches. If personal undeath is beyond a black dragon’s arcane power, it may seek to bolster its physical defenses by creating armies of undead servants. Zombified would-be dragonslayers, as well as moldering skeletons from ages past, may patrol a black dragon’s lair alongside living minions.

Blink Dog

Blink Dog

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Bloodhawk

Bloodhawk

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Blue Dragon

Blue Dragon

A blue dragon soars overhead, nearly invisible against the cloudless sky. It spies a wagon far below and dives to breathe lightning on its unsuspecting prey. The wagon’s riders are felled by a bolt from the blue.

Careful Attackers. While not cowardly, blue dragons don’t relish physical combat. A blue dragon’s lightning breath has the longest range of any chromatic dragon’s breath weapon, and it uses that advantage against prey, humanoid foes, and draconic rivals. It strikes its target from extreme long range, flies away, and returns later to devour its prey or to finish the job with another lightning bolt. Even in melee combat, blue dragons are more dispassionate than many of their fellow dragons, breaking off and retreating whenever there is nothing to be gained from further battle.

Voracious Appetites. Blue dragons don’t bear the rage of a red dragon or the malice of a black dragon. What they possess instead is an all-consuming hunger and thirst. A blue dragon spends most of its time on the hunt, gorging itself on every living thing it can catch or guzzling vast quantities of water.

A blue dragon’s presence magically warps its surroundings. Water flows, even uphill, towards the dragon’s place of rest. The land dries out for miles as water and life collect around the dragon’s lair, forming a paradisiacal oasis. Attracted by the smell of water, thirsty animals make their way to the lair—and in doing so become prey to the dragon.

Of all the chromatic dragons, the blue dragon wreaks the longest-lasting damage to its environment. Long after a blue dragon has died or departed, its land remains a wasteland marked by a single, vibrant oasis.

Boar

Boar

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Boggard

Boggard

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Brass Dragon

Brass Dragon

Of all dragons, none is more likely to talk your ear off than a brass. Gregarious creatures, brass dragons have been known to invite would-be dragons layers into their lairs simply to share gossip. They have a habit of losing track of time in pleasant company, however, so visitors too polite (or too fearful) to interrupt a brass dragon could find themselves trapped in its lair for days on end.

Sages and Scholars. Brass dragons often turn their hoarding instinct toward accumulating vast libraries. As a result, many are experts in a wide array of subjects. Brass dragons are careful not to share their knowledge too freely, however, as they know all too well what havoc short-lived humanoids can cause when their information supplants wisdom. Brass dragons may even take it upon themselves to reclaim knowledge used for evil ends — or hire adventurers to do so on their behalf.

Hermits and Advisors. As brass dragons age, some grow weary of the short-lived triumphs and repeated mistakes of humanoids. Others, however, become even more involved in humanoid politics. As they learn to shape shift, older brass dragons may assume positions as royal advisors in order to steer the short-lived folk onto what they see as the proper path.

Bronze Dragon

Bronze Dragon

Fascinated by the endless rhythms of the sea, bronze dragons spend hours studying their seaside dominions, transfixed by the flight paths of birds, the migrations of fish, or the accumulation of sea foam against a mossy rock. Some bronze dragons even make their lairs near humanoid settlements, so as to more closely watch the ships as they sail in and out of port. 

Curious and MysteriousThough fascinated with the natural world, bronze dragons prefer to make their observations from afar. They avoid influencing the objects of their scrutiny, but on the odd occasion they are exposed, bronze dragons make the best of it, asking intrusive questions and analyzing the answers they receive for days on end.

Tests and Trials. When a creature seeks a bronze dragon’s wisdom, the dragon always knows they’re coming. It sets out a number of trials to test the knowledge-seeker, so as to better gauge their motivations before they arrive. Such ordeals rarely involve the dragon appearing personally, but they can be perilous nonetheless.

Butterflies and Hurricanes. No one knows better than a bronze dragon that a small action can have far-reaching consequences. Bronze dragons sometimes dispatch agents to gather specific information about the world around them. This might mean infiltrating a warlord’s inner circle to discover where her warships will sail this season, or exploring the interior of a long-deserted isle. Though such knowledge might seem irrelevant to adventurers bent on saving the world, the dragon requires it to further its efforts to promote the greater good. 

Bugbear

Bugbear

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Bulette

Bulette

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Bunyip

Bunyip

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Cambion

Cambion

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Camel

Camel

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Cat

Cat

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Cave Bear

Cave Bear

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Cave Ogre

Cave Ogre

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Centaur

Centaur

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Chimera

Chimera

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Chromatic Dragons

Chromatic Dragons

Named after their brightly-scaled hides, chromatic dragons can be found from the highest peaks to the thickest salt marshes. Chromatic dragons are the most common—as well as the most rapacious—of true dragons. They exert their will on the world via their peerless combat strength and by wreaking changes on their environments.

Twisted Lairs. A chromatic dragon is greedy even by draconic standards. Treasure, once acquired, is guarded carefully. A chromatic dragon makes its lair in a punishing, nearly inaccessible, location filled with traps and treacherous precipices. The dragon values worshipful allies, particularly kobolds and dragonborn , that can help patrol its lands and guard its lair against thieves.

The area around a chromatic dragon’s lair slowly comes to reflect the dragon’s nature. A black dragon’s territory becomes an acidic swamp, while the plants around a blue dragon’s lair wither as the land becomes parched. What’s worse, chromatic dragons are driven by boundless hunger, and most take no pains to preserve life within their hunting areas. Once the dragon has exhausted the land of prey, it may move on to a new lair.

The area controlled and twisted by a dragon increases as the dragon ages. While a wyrmling may have no established domain, a young dragon controls an area within a mile radius of its lair. Inside that area, the environment slowly changes to suit the dragon. An adult dragon magically corrupts a radius of five to 10 miles around its lair, while an ancient dragon might create a poisoned forest, a lifeless tundra, or other hostile environment that extends out 30 miles or more. A great wyrm, during its few waking periods, might create environmental conditions that devastate an entire continent.

Dynastic Struggles. In a time long past, dragons claimed a mighty, if short-lived, empire. Nowadays, most dragons are solitary creatures that see other dragons as potential threats. In the last few centuries, however, some chromatic dragons have rediscovered the value of cooperation. Such dragon clans may come to rule nations or even empires, demanding tribute and military service from the humanoids they rule. Elder dragons govern as monarchs, while younger ones claw their way up the ladder of command amidst a climate of intrigue, backstabbing, and duels to the death. Such an empire, if left unchecked, could pose a threat to the freedom of the entire world—and the treasure it amassed
could be truly staggering.

Chromatic Dragons

Chromatic Dragons

Named after their brightly-scaled hides, chromatic dragons can be found from the highest peaks to the thickest salt marshes. Chromatic dragons are the most common—as well as the most rapacious—of true dragons. They exert their will on the world via their peerless combat strength and by wreaking changes on their environments.

Twisted Lairs. A chromatic dragon is greedy even by draconic standards. Treasure, once acquired, is guarded carefully. A chromatic dragon makes its lair in a punishing, nearly inaccessible, location filled with traps and treacherous precipices. The dragon values worshipful allies, particularly kobolds and dragonborn , that can help patrol its lands and guard its lair against thieves.

The area around a chromatic dragon’s lair slowly comes to reflect the dragon’s nature. A black dragon’s territory becomes an acidic swamp, while the plants around a blue dragon’s lair wither as the land becomes parched. What’s worse, chromatic dragons are driven by boundless hunger, and most take no pains to preserve life within their hunting areas. Once the dragon has exhausted the land of prey, it may move on to a new lair.

The area controlled and twisted by a dragon increases as the dragon ages. While a wyrmling may have no established domain, a young dragon controls an area within a mile radius of its lair. Inside that area, the environment slowly changes to suit the dragon. An adult dragon magically corrupts a radius of five to 10 miles around its lair, while an ancient dragon might create a poisoned forest, a lifeless tundra, or other hostile environment that extends out 30 miles or more. A great wyrm, during its few waking periods, might create environmental conditions that devastate an entire continent.

Dynastic Struggles. In a time long past, dragons claimed a mighty, if short-lived, empire. Nowadays, most dragons are solitary creatures that see other dragons as potential threats. In the last few centuries, however, some chromatic dragons have rediscovered the value of cooperation. Such dragon clans may come to rule nations or even empires, demanding tribute and military service from the humanoids they rule. Elder dragons govern as monarchs, while younger ones claw their way up the ladder of command amidst a climate of intrigue, backstabbing, and duels to the death. Such an empire, if left unchecked, could pose a threat to the freedom of the entire world—and the treasure it amassed
could be truly staggering.

Chuul

Chuul

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Cloaker

Cloaker

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Commoner

Commoner

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Copper Dragon

Copper Dragon

Playful and whimsical, copper dragons often involve themselves in the affairs of short-lived folk, though their contributions to history aren’t always positive. While copper dragons aren’t generally malevolent, they are incorrigible tricksters and rarely understand the different between a joke and outright cruelty. Of all dragons, copper dragons are the ones most likely to live near humanoids, as they are always searching for new targets for their pranks.

Flighty Urges. As they grow older, copper dragons exhibit all manner of unusual interests. They may yearn for a simpler life and use their shapeshifting to pass themselves off as a farmer or wanderer. They may decide they’re interested in politics and start secretly advising a noble on how to best run a nation. They may tunnel under a wishing well and give life advice to anyone who tosses in a coin. The only consistent feature of the impulses is that they’re short-lived. Inevitably, a copper grows bored of its exploits and abandons them, possibly leaving many people high and dry in the process. 

Friendly, If Troublesome. Despite their mischievous natures, copper dragons rarely mean to do harm. If made to understand the trouble they’ve caused, they can usually be counted on to compensate their victims. Convincing a copper dragon to see the error of its ways, however, is rarely a simple task.

Coralfish

Coralfish

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Couatl

Couatl

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Crab

Crab

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Crocodile

Crocodile

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Crusher

Crusher

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Cultist

Cultist

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Cutthroat

Cutthroat

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Cyclops

Cyclops

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Death Dog

Death Dog

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Deer

Deer

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Demilich

Demilich

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Demons

Demons

Demons embody the destructive nature of chaos. Whereas most scholars believe that devils were once fallen angels (or the souls of mortals corrupted by them) demons arise spontaneously from the formless havoc of the Abyss. Most demons are little more than mindless monsters, and even the shrewdest demon lord is gripped by a madness that mortals can’t fathom. Distracted by neither compassion nor logic, the gnashing hordes of the Abyss are an unrelenting engine of destruction.

Never-Ending Chaos. Like the plane from which they spring, demons seem to be infinite in number. While a particularly crazed or evil mortal might transform into a demon upon their death, far more often it is the Abyss itself that spawns these foul creatures. The process never ceases and—judging from the billions of demons that currently exist—has been occurring since the dawn of time. To make matters worse, a demon killed on the Material Plane re-forms in the Abyss eager to resume its campaign of destruction. The only way to destroy a demon permanently is to slay it in the Abyss. But for every demon that falls, a thousand others clamor to take its place.

Existential Threat. The threat demons pose to the multiverse is so profound that even angels and devils may join forces to oppose them. Though brilliant tacticians, devils understand the hordes of the Abyss outnumber them and have turned occasionally to the armies of Heaven to bolster their ranks. Angels, for their part, grudgingly recognize that Hell’s willingness to fight unfettered by morals has proven effective, even if they refuse to break those shackles themselves. Though never entered into happily, both angels and devils agree such alliances are preferable to complete annihilation.

Abyssal Incursions. As with other extraplanar creatures, mortals can use magic to summon individual demons to the Material Plane. Even the mightiest wizard, however, lacks the power to call an entire horde of demons from the Abyss. Instead, demons invade the mortal world through tears in the fabric of reality itself. Such rifts allow an unending stream of demons to pour through and wreak destruction like a plague. Even after the rift is sealed, the surrounding landscape remains blighted for generations afterward.

Cults of Madness. Demon lords care nothing for the mortals who worship them, yet this does not stop some crazed individuals from venerating them as gods. When these troubled souls find each other, cults will form, especially if one of its members proves to be a charismatic leader. Demon cultists are often bound together by the mistaken belief that their activities will earn them favor with the demon lord they serve. Just as often, however, they are twisted sadists or simply nihilistic, eager to throw away their lives if doing hastens the destruction of the world.

Deva

Deva

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Devils

Devils

Devils occupy a vast yet rigid hierarchy dedicated to the corruption of goodness across the multiverse. While their numbers are impossible to count, all devils understand their place in the infernal order and scheme unendingly to improve their station. The most powerful devils spend eons rising through the ranks of hell, assembling legions to wage war against their demonic counterparts or to challenge the authority of the gods. These archdevils rule entire planes of existence and yet like mortal tyrants are often prisoners of their own paranoia. Even the mightiest devils know their subordinates eye them with terrifying patience, waiting for them to show the slightest sign of weakness.

The Fall. Most scholars believe devils were celestials cast out of the heavens when they plotted to overthrow the gods. Millennia later, devils remain imprisoned in the infernal realms, escaping only when a mortal summons them or opens a gate to the Material Plane. Devils who find their way to the mortal world are especially cautious, as dying there means they must face the wrath of their superiors when they return to hell.

The Armies of Hell. The hierarchy of hell resembles that of a mortal army. The weakest devils serve as cannon fodder in these legions and are commanded by increasingly powerful ranks of lieutenants, captains, and generals. Pit fiends lead the fiendish armies into battle and advise the true masters of the infernal realms, the ancient beings known as archdevils. Devils are unfailingly obedient to their superiors, and yet each is eager to take its commander’s place should that devil stumble.

Hell’s Bargain. A devil killed in hell is destroyed forever, so devils rely upon the souls of mortals to replenish their numbers. A devil summoned to the Material Plane will promise great power or riches in return for a soul and may even submit to serving a mortal if it means claiming another recruit for the legions of hell. A mortal who pledges their soul to
a devil might enjoy a lifetime of worldly pleasures. But when that mortal dies, their condemned soul is carried off to hell and transformed into a lemure , the lowliest of devils.

The Path of Diabolism. Though devils long to escape their infernal prisons, calling one to the mortal realm is no simple task. Elaborate rituals—outlined in only the most  ancient and forbidden tomes—must be performed to summon a devil to the Material Plane. Diabolists looking to press a devil into their service without forfeiting their soul must go to even greater lengths. Doing so often requires a blood sacrifice, speaking the devil’s true name, or drawing upon the magical power of a talisman linked to the devil’s essence.

Dinosaurs

Dinosaurs

The stuff of legend in cold and temperate lands, dinosaurs rule arid grasslands and steaming fens and jungles. Although not inherently magical, the majesty of these mighty lizards invokes sheer primal awe; even the most docile herbivores can be earth-shattering titans.

Many Species. The hundreds of known species of dinosaurs share little in common with each other. Of the landbound dinosaurs, predators tend to run on two legs, while herbivores often walk on four. Some dinosaurs have armored or scaly hides while others bear bright, birdlike feathers. The largest predators, like tyrannosaurus rex , resemble wingless dragons—but dinosaurs are beasts, not magical creatures.

Domesticated Beasts. In the lands where dinosaurs dwell, humanoids frequently revere large dinosaurs as demigods (using such honorifics as “thunderbeast”and “behemoth”),  and they domesticate smaller dinosaurs as extraordinary farm animals and pets. Warriors ride triceratops and pteranodons into battle, a fact that makes the eggs of these dinosaurs highly prized. While the tyrannosaurus rex is difficult to train for war, many druids honor it as among the mightiest of beasts.

Mysterious History. While few deny that dinosaurs exist today, historical records suggest the great beasts were once extinct. This has led to endless speculation about what triggered the dinosaurs’ return: possibilities include druidic magic, divine intervention, or even a mass migration across a theoretical Plane of Time.

Dire Wolf

Dire Wolf

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Disease: Brain Larvae

Disease: Brain Larvae

A khalkos can infect an intelligent creature with a horrifying disease , injecting khalkos larvae directly into the creature’s skull. While infected with this disease, the host undergoes the following changes:

Telepathy. The host gains telepathy out to a radius of 120 feet. Additionally, the host can telepathically communicate with the khalkos that infected it over any distance, as long as they are on the same plane.

Trust. Whenever a khalkos makes a Charisma check to convince the host of its good intentions, it does so with advantage . If it succeeds, the host becomes friendly to it no matter its previous attitude. 

After 10 (3d6) days, the host develops a splitting headache and is incapacitated for 24 hours. At the end of this time, the host dies. If the host has an alignment trait, 2 or 3 khalkos spawn burst out of the host’s skull after 1 round.

Greater restoration or a similar spell cast with at least a 5th-level spell slot is required to kill the brain larvae and remove the disease.

Divi

Divi

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Djinni

Djinni

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Dragon Lich Template

Dragon Lich Template

Some dragons seek to defy death, becoming undead dragon liches. Such a dragon channels its inherent magical nature into an arcane spark that grants it a semblance of life beyond death. Scales and flesh slough off the dragon lich, eventually leaving nothing but a skeletal dragon brooding over moldering treasure.

In order to become a dragon lich, a dragon must imbue its spirit into a soul vessel. The vessel is usually some treasured item from the dragon’s hoard, such as a particularly valuable gem or piece of jewelry. The dragon can’t bear to be apart from its soul vessel and keeps it close among its hoard. The only way to permanently defeat a dragon lich is to destroy both the dragon and the soul vessel.

Any adult or older dragon with spellcasting ability may become a dragon lich. Chromatic dragons most often become dragon liches. A dragon lich retains all the statistics of the original dragon except as noted below.


Type. The dragon’s type is Undead (dragon).

Breath Weapon. When the dragon uses a breath weapon that deals damage, half of its damage is the original damage type and half is necrotic damage.

Expanded Spell List. The dragon can cast animate dead  with no material components three times per day. An ancient or older dragon can cast create undead with no material components three times per day.

Immunities. The dragon gains immunity to necrotic and poison damage. It can’t be charmed , fatigued frightened , paralyzed , or poisoned .


The dragon lich’s Legendary Resistance trait is replaced with the following:

Legendary Resistance (3/Day). When the dragon fails a saving throw , it can choose to succeed instead. When it does, it loses its Undead Telepathy trait until the end of its next turn. Until the end of its next turn, undead creatures under its control are incapacitated .


The dragon lich gains the following traits:

Rejuvenation. If it has a soul vessel, a destroyed dragon lich gains a new body in 1d10 days, regaining all its hit points. The new body forms within 10 feet of the soul vessel.

Turn Resistance. The dragon lich has advantage on saving throws against any effect that turns undead.

Undead Nature. A dragon lich doesn’t require air, sustenance, or sleep.

Undead Telepathy. The dragon lich can communicate telepathically with undead creatures within 120 feet.

Dretch

Dretch

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Drider

Drider

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Drop Bear

Drop Bear

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Druid

Druid

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Dryad

Dryad

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Duelist

Duelist

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Eagle

Eagle

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Earth Dragon

Earth Dragon

Inexorably tied to monuments of rock and stone, earth dragons share the quiet patience and the harsh indifference of the land itself. Most earth dragons are slow to action, and even slower to anger. All things pass, and the rise and fall of civilizations are like the flowers, beautiful in their time but not to last. Only threats to their bonded lands are given  consideration—but when roused to anger, earth dragons devastate their enemies like a landslide.

Slumbering Peaks. Earth dragons of jagged peaks grow sharp scales, while the scales of desert dragons look more like those of serpents. When still, earth dragons blend in perfectly with their environment. They might spend days or weeks slumbering between meals, leading many travelers to mistake them for natural stone outcroppings. Some dragons move so infrequently that they become landmarks, outdating maps on the rare occasions that they rise from their perches.

Mountain Kings. Except when defending their home, earth dragons are largely indifferent to other creatures. Rarely, earth dragons come to regard the little villages atop their mountains as inherent features of their land. In such cases, these settlements offer tribute (usually precious stones) to their draconic protector. Living sacrifices are sometimes offered, as well—usually beasts of burden, although more significant sacrifices must be made to appease the arrogant and wrathful earth dragons of volcanoes.

Efreeti

Efreeti

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Elephant

Elephant

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Elk

Elk

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Emerald Dragon

Emerald Dragon

Emerald dragons claim their kind once ruled the world—a loss the dragons still bemoan, despite the fact the claim has no historical merit. The plots of emerald dragons revolve around revenge directed at anyone the dragon believes to have slighted it. Gaining an audience with an emerald dragon is a herculean task, one often rewarded by death from the dragon’s ear-splitting screams.

Revenge Cults. Emerald dragons form alliances based on the principle that the enemy of their enemy is their friend. They seek out those who share their animosity, working from the shadows to undermine their mutual foes. Many tyrants have found themselves undone by sedition and revolt, completely unaware their downfall was caused by an innocuous action decades in the past that drew an emerald dragon’s ire.

Maddening Spite. Anyone who spends time in an emerald dragon’s lair feels increasingly anxious, and not just because of the many carefully hidden traps. Innocent acts may be perceived as preambles of betrayal, while true offenses are considered declarations of war. This sense of paranoia is not simply imagined. An emerald dragon’s delusions resonate throughout its lair and take root in nearby minds, filling them with a single, persistent thought: they are out to get you, and you should get them first.

Empyrean

Empyrean

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Erinyes

Erinyes

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Essence Dragons

Essence Dragons

Whereas chromatic dragons reshape the land and metallic dragons cultivate it, essence dragons embody the land. Every essence dragon reflects the nature of its home; ancient mountain ranges, great rivers, and even accursed wastelands all have their draconic counterparts.

Patron Spirits. Essence dragons are bound to their chosen lands, and their power waxes and wanes with its strength. If a river dries up, its dragon may die; as necrotic power corrupts a valley, its dragon may transform into a shadow dragon .

Some essence dragons are guardians of their lands’ inhabitants. In such places, villages pay reverence to the wisdom of their earth dragon or the blessings of their river dragon . In less hospitable environments, essence dragons are as indifferent to mortals as the land itself.

Essence dragons bolster the vitality of the place they’re bound to, but they also present a vulnerability. When an essence dragon is killed, its land dies with it. Forests wither, rivers give way to mire, and mountains erupt with the fury of the dragon’s death throes.

Eternal Souls. Like all dragons, essence dragons are long-lived but not immortal. However, when an essence dragon succumbs to old age, a wyrmling hatches from a long-buried egg. This reborn dragon is heir to the hazy memories of its parent’s past, as well as to the land itself.

Essence Link. The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife . This fatigue and strife can be removed only by completing a long rest outside the area.

Ettercap

Ettercap

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Ettin

Ettin

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Faeries

Faeries

Faeries are luminous, elfin creatures with delicate wings resembling those of butterflies or dragonflies. Though they can appear deceptively non-threatening, faeries wield great power on their home plane, variously called the Dreaming, the Feywild, or Fairyland. Many people assume all faeries are the size of the tiny pixies often seen on the Material Plane. In the Dreaming, where time and space are mutable, powerful faeries change sizes as they do clothes, appearing as pixie-sized beings one day and towering
giants the next.

Faerie Courts. Faeries are loosely organized into feudal courts, with each faerie subject to the rule of a powerful archfey . Within their own realms, archfey have nearly godlike power over the land and are able to raise forests, fell mountains, and even change seasons at will. Most archfey align themselves with one of two rival factions: the seelie and unseelie courts. While all fairies are prone to mischief, the seelie courts often spare creatures who meet their arbitrary standards of beauty and worthiness. The unseelie courts, on the other hand, revel in the grotesque and are prone to unprovoked malice. Neither faction can be said to be “good” or “evil”: concepts of morality are foreign to faeries.

Rules and Favors. Mysterious laws bind faeries to one another in complex webs of obligation. A creature that performs a seemingly innocuous act, such as speaking the faerie’s name or giving it a certain food, may earn the right to claim a favor from a faerie. The nature and timing of the favor is up to the faerie: it might take the form of advice, service, aid in battle, safe passage—or something seemingly useless or inconvenient, such as a magic bean or glowing hair. Refusing to accept a faerie’s favor is considered a grave insult.

Flumph

Flumph

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Fomorian

Fomorian

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Frog

Frog

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Fungi

Fungi

In lightless caverns and fey forests, fungi appear in every color and shape. Some grow to prodigious size, choking pathways or forming looming fungal forests.

Self-Propagators. Fungi do not need sunlight to flourish. They grow in any available organic matter, including bodily waste and corpses. Fungi provide many necessities to underground dwellers: food, fuel, alcohol, and even phosphorescent lighting. Common fungi reproduce by ejecting spores, which are carried on breezes or cling to the bodies of passing creatures. Monstrous fungi treat other life forms as food and hosts for expansion: they have a remarkable variety of ways to infest, infect, and devour more mobile creatures.

Gargoyle

Gargoyle

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Gem Dragons

Gem Dragons

In deep caverns on the Material Plane and the Elemental Plane of Earth shine the gem dragons. Gem dragons take their name from their multicolored scales and scintillating gemstone eyes. They are among the most intelligent of the true dragons, and certainly the most patient. Born schemers, their elaborate plots are often centuries in the making.

Hidden Gems. Scholars believe gem dragons are the rarest true dragons, but perhaps they are simply the best hidden. Gem dragons tend to be intensely paranoid, far more comfortable sending agents to carry out their will than exposing themselves to risk. They are less greedy than their chromatic cousins, valuing information above gold. Each has its own vision of how the world should function. A gem dragon’s plans may be well-meaning or insidious, but their first step is always control.

Deep Scions. All gem dragons are psionic to some degree. As they age, gem dragons refine their mental talents until there is no distance beyond their mind’s reach. The eldest gem dragons bury their physical bodies deep below the earth, telepathically coordinating their intricate plans through the power of their minds alone. These ancient wyrms may “hibernate” for centuries. When they finally awaken, they shake the soil from their wings and take flight, much to the surprise of those who live above them.

Far Thoughts. The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.

Genies

Genies

Powerful spirits who command the elements as easily as a general might command a legion of soldiers, genies rule the Elemental Planes. Beings of air, earth, fire, and water, genies are as diverse in form and temperament as the elements they command. Their cities are bastions of relative safety amid the roiling torrents of the elements. On occasion, genies visit the Material Plane to explore or to meet with a powerful spellcaster.

Splendor of the Planes. There are four types of genies, each embodying one of the four basic elements. Their unique nature gives them mastery over elemental magic: a genie can create all manner of magical wonders out of the raw stuff of the Elemental Planes. Genies gather in places where currents of elemental energies come together. There, they build cities of unimaginable splendor, where creatures of all sorts can live together. Art, music, and magic flourish within their walls.

Noble Genies. The most powerful genies— sometimes called nobles by envious mortals—are the undisputed masters of the elements. Lesser genies are drawn to them, and some genie nobles also create elementals, imbuing them with a portion of their own essence and personality. The most powerful nobles can grant wishes to mortals who earn their favor.

Mortal Fascination. Sometimes genies will explore the Material Plane, living among mortals in secret or offering their services in exchange for treasure. Why they do so is a mystery, even to genies. Perhaps they feel an attraction to the ever-changing inhabitants of an otherwise stable plane; perhaps they are simply amused by the everyday struggles of people who invest so much into what seems (to a genie) like such a short life.

Elemental Demise. When a genie dies, its body becomes a mote of elemental energy. This mote might take the form of a glowing chunk of earth, a shardof crystallized air, or an ever-burning ember.


Divi || Divi Noble || Djinni || Djinni Noble || Efreeti || Efreeti Noble || Marid || Marid Noble
 

Ghast

Ghast

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Ghost

Ghost

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Ghoul

Ghoul

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Ghouls

Ghouls

Undead cursed with an eternal hunger for humanoid flesh, ghouls prowl graveyards and the ruins of dead cities. Though content to feed on corpses, ghouls prefer fresh meat. The unfortunate victim of a ghoul’s paralytic touch can’t struggle—or even scream—as the ghoul devours them alive.

Dark Blessing. Legends say the first ghoul was an elf who practiced depraved, cannibalistic rituals to curry favor with the demon lord of undeath. When this elf repented, the gods decreed that he and his kind would be forever immune to the ghouls’ paralytic touch. Still, the demon lord continues to reward feasters of flesh by transforming them into ghouls. Even those who turn to cannibalism out of desperation might unwillingly receive the lord’s dark blessing. Aboleths , hags, and necromancers know rites to create ghouls, as well.

More than Monsters. Unlike mindless undead such as skeletons or zombies, ghouls are intelligent, though constant hunger turns most into ravening monsters. A ghoul whose appetites are routinely satisfied, however, might recover some of its faculties. Much like vampires, many “noble” ghouls conceal their nature from the settlements they feed upon, so as to keep a steady supply of food at hand. Others journey far beneath the earth to seek out the ghoulish empire said to exist in those dark, forbidding caverns.

Undead Nature. Ghouls and ghasts don’t require air, sustenance, or sleep.

Giant Ape

Giant Ape

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Giant Bat

Giant Bat

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Giant Elk

Giant Elk

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Giant Owl

Giant Owl

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Giant Rat

Giant Rat

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Giants

Giants

Giants tower over other mortals, standing between 15 and 30 feet tall. While they may look like large humanoids, they are in actuality beings with close ties to other planes.

Elemental Power. Giants left their mark on the world long before the rise of the empires of humans, elves, dwarves, and orcs. Some say giants are the descendants of elemental gods, and thus are the inheritors of divine power. Others believe giants were created at the dawn of the world, hewn from the same primal elemental matter that gave birth to the Material Plane. Whatever their origin, giants are powerful forces of nature.

Ancestral Homes. Giants claim their empires once spanned the world. Indeed, many giant clans still habit ancient palaces of imperial grandeur. These palaces invariably have close ties to elemental and other planes and contain ancient treasures that can draw the attention of adventurer and dragon alike.

Towering Achievements. Giantkind has produced some of the world’s greatest warriors, finest craftspeople, and most powerful spellcasters. Giants value competition, from the frost giants’ contests of strength to the hill giants’ eating contests. Most giants do not concern themselves with the affairs of humanoids, while the worst among them exploit small folk for their own ends. History is filled with stories of giants raiding farms or kidnapping people, but also of wise giants passing knowledge down to the small folk or giant heroes slaying rampaging beasts.

Glabrezu

Glabrezu

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Gladiator

Gladiator

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Gnoll

Gnoll

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Goat

Goat

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Goblin

Goblin

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Goblins

Goblins

From the wildest forests to the most sprawling metropolises, there’s no place in the world you won’t find goblins. For these small, individually weak creatures, survival is the greatest virtue.

It’s A Living. Life is unfair to goblins. It’s the one thing they can count on. Goblins are rarely granted mercy or kindness by larger folk, and in return they rarely extend it to others.

Goblins are often found in the service of more powerful creatures, particularly larger goblinoids such as hobgoblins. When faced with impossible tasks or unfair expectations, goblins grumble and complain, plot petty revenge, then roll up their sleeves and get to work. Where other creatures might turn up their noses at disgusting, cramped environments, goblins see opportunity. They will carve out space where none exists, flourishing in the cracks of civilization or in the unforgiving wilderness.

Expert Opportunists. Goblins often lurk in civilization’s liminal spaces: in abandoned mines within raiding distance of a village, or in a sprawling sewer beneath a city. Goblins can find a use for almost anything, from broken or discarded gear to abandoned tunnels to the rotting husks of long-dead trees. Goblin equipment is frequently scavenged or crafted out of unlikely materials. Goblins rarely risk combat, except when they are certain they have the upper hand. They will gladly take your discarded food, however—and, if you’re not careful, whatever else is on your table and in the bag you left unattended, as well.

Feral Glee. Goblins take their joy wherever they can find it. An unsupervised moment to play is a prize they cherish more than food or treasure. It may not last long, but goblins can make a game out of anything, and they respond well to anyone who plays along.

Gold Dragon

Gold Dragon

Haughty and regal, gold dragons carry themselves with the swagger of a gallant knight. They are both indispensable allies and terrifying foes. Should they deem a cause righteous, they take to it with absolute zeal, whether or not that cause aligns with the concerns of short-lived folk.

Aloof Hermits. Gold dragons greatly value their privacy. They know many humanoids regard them as god-like creatures capable of solving any problem. But as gold dragons learn from a young age, the more you help people, the more they need your help. Sooner or later, every side in every conflict petitions you for aid. Nasty business, says the dragon, who wants no part of it.

Deep Hoards. Though their loyalty can’t be bought, gold dragons appreciate treasure as much as any dragon. They happily accept offerings of gold or jewels. In fact, gold dragons can eat such treasures for sustenance (they enjoy pearls and gems especially) but they have no need to gorge themselves, meaning their hoards tend to grow larger as they age.

Guardian Vigil. Gold dragons maintain large territories, always keeping an eye out for extra planar threats, tyranny in nearby nations, and the encroachment of red dragons. Gold dragons can be over-zealous in their response to such threats, their righteous anger often causing unintended collateral damage.

Gorgon

Gorgon

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Gray Ooze

Gray Ooze

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Green Dragon

Green Dragon

Green dragons enjoy a reputation as cunning schemers who relish twisting the minds of their prey. Green dragons rarely attack without warning: they enjoy combat more when it’s preceded by the frisson of deceit and fear.

Beguiling Words. Conversing with a green dragon is a mistake. Many find the dragon’s words, an artful mixt of lies and half-truths, nearly irresistible. A creature charmed by a green dragon may reveal closely-held secrets and betray friendships. If a creature appears useful, the dragon will let it go, but the creature’s behavior may be influenced by the dragon’s subtle prompts long after its escape.

Prisoners and Minions. Most green dragons collect interesting prisoners: minstrels to soothe it, nobles to charm and subvert, and knights and warriors to torment with terror and lies. A green dragon values its stable of prisoners almost as much as its actual treasure hoard.

Only slightly less precious than its prisoners are the dragon’s many minions: the kobolds and other monsters that guard its lair, the forest creatures that report to it, and the agents throughout the world that are bound to it by charms, bribes, or threats.

Playing Politics. Unlike most chromatic dragons, green dragons are intensely interested in humanoid politics. Many a mysterious assassination was funded with wealth from a green dragon’s hoard. Green dragons sometimes even orchestrate conflicts between two rival factions, favoring the side that it believes to be the most venal and destructive.

Enemies of Civilization. A green dragon finds cruel amusement in its schemes, but in the long term its meddling has a more sinister purpose: by sowing discord among the humanoids that rule more settled lands, the dragon weakens those who might stand against a draconic conqueror.

Green Hag

Green Hag

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Grick

Grick

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Griffon

Griffon

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Grimalkin

Grimalkin

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Grimlock

Grimlock

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Guard

Guard

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Guardians

Guardians

Guardians, sometimes called golems, are animated constructs made from various materials: moldable clay, rigid stone, mighty iron, and even stitched flesh. They are singular in purpose, carrying out their creator’s commands with the commitment of a force of nature.

Constructed Form. Crafting a guardian’s body requires the skill of an expert sculptor—or surgeon, in the case of flesh guardians. Once the guardian’s body has been constructed, a spellcaster must use secret formulae to breathe life into the creature. A guardian never ages and can endure centuries after its creator’s death.

Command Dependence. A guardian can’t think for itself and acts only on commands from its creator. When its creator is present to oversee it, a guardian will perform its tasks very well. If its creator is absent, a guardian will carry out its orders to the best of its ability but can’t make corrections using its own reasoning. A guardian that is prevented from fulfilling its purpose, or one that is severely damaged, is unpredictable. It could simply become inert, or it may fly into a violent frenzy. Given these limitations, a guardian is suitable for only simple tasks, such as guarding a specific location or acting as its creator’s bodyguard.

Mysterious Origins. Some scholars believe that a guardian is an animate, but lifeless, being. Others claim that a guardian’s creator imbues it with an elemental spirit—or a bit of the creator’s spirit—during the guardian’s creation. Whatever the truth, constructing a guardian requires instructions found in a rare magical tome called a manual of guardians .

Constructed Nature. Guardians don’t require air, sustenance, or sleep.

Hags

Hags

Three old crones cackle over a bubbling cauldron on a secluded isle. Inside their pot are the bones of misbehaving children. These fey creatures are called hags.

Wicked Witches. Although hags appear humanoid, they are in fact fey creatures that prey upon humanoid and faerie folk alike. Hags pay fealty to the archfey Baba Yaga. To better emulate their terrifying mistress, hags often take the form of withered women with exaggerated features, such as extremely long noses, stringy gray hair, and loose skin draped over skeletal frames, although they sometimes appear as decrepit old men.

Boons and Bargains. Like all fey creatures, hags follow strict rules. They never prey on a victim without gaining some form of power over it first. Being impolite to a hag incurs a minor obligation, while stealing from a hag or trespassing in its home may put a mortal entirely at the hag’s mercy.

A hag’s favorite form of power, however, is the bargain. Hags have many gifts to offer—writs of safe passage, healing balms and love potions, or curses placed on one’s enemies—and desperate people sometimes pay terrible prices in exchange for such help. A hag always makes good on a bargain but often twists the petitioner’s true desires. A mortal may become rich at the expense of a loved one, marry their beloved only to find the union plagued with conflict, or give birth to a longed-for child that turns out to be a mischievous hedgehog. In any case, once a bargain is sealed, the bargainer is in the hag’s power.

Maternal Monsters. Many hags are driven by a perverse instinct to adopt mortal children. They develop over-protective, yet loving, relationships with their children, and sometimes even pass on their powers to their wards. As fey creatures, however, hags enforce rigid, arbitrary rules, and have been known to kill and eat poorly behaved children. For this reason, mortal mothers sometimes use the threat of a hag’s visit to frighten their children into obedience.

Cruel Covens. Hags that practice together are called covens, and usually consist of three hags that are closely related. Though hags in the same coven are fiercely loyal to each other, feuds between covens are common. Covens may compete over the number and cruelty of their bargains, the comfort of their lairs, or who makes the better human pancreas stew.

A hag in a coven is more powerful than one alone. It gains new abilities that persist even if the others in its coven are killed. Only banishment from a coven can rob a hag of its enhanced might.

Half-Dragon

Half-Dragon

When draconic blood flows through the veins of a non-dragon, that creature comes to exhibit dragonlike characteristics. A half-dragon has a dragon’s snout, fangs, and scaly hide, and possesses a breath weapon as devastating as that of a true dragon. Some half-dragons even grow wings. The lifespan of a half-dragon is far longer than that of most humanoids, with some half-dragons living 300 or 400 years.

Burning Blood. Mad wizards—or anyone in need of powerful minions—can infuse a creature with dragon blood. This painful process burns away much of a creature’s former nature, producing a servant loyal to its creator but perpetually tortured by the blood burning in its veins. Chromatic and gem dragons frequently employ this technique to create dependable servants.

Shape Changers. Metallic dragons that take humanoid form sometimes fall in love, mate, and even marry in that form. The product of such unions is a half-dragon. A metallic half-dragon is often nurtured by both its parents, though a humanoid parent may die of old age long before their half-dragon child is fully grown.

Dragonborn Champions. A child of dragonborn parents sometimes exhibits half-dragon characteristics. Often, a half-dragon dragonborn is expected to take on the role of chieftain or champion. Those halfdragons unwilling to take on the mantle of leadership often leave dragonborn society altogether.

Dragonborn champions are particularly common among dragonborn tribes that serve essence dragons.

Harpy

Harpy

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Hawk

Hawk

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Hezrou

Hezrou

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Hobgoblin

Hobgoblin

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Hobgoblins

Hobgoblins

The history of hobgoblins is that of the rise and fall of empires. Time and again, hobgoblin armies have ridden forth to subjugate weaker civilizations beyond their borders. Only the collective opposition of rival nations (efforts usually led by elves) has prevented hobgoblins from conquering the world. The ruins of great hobgoblin empires now litter the landscape, with each new generation struggling to reclaim the glory of its predecessors.

Physically, hobgoblins resemble tall, brawny humanoids with pointed ears and fanged teeth. Hobgoblin noses are often more brightly colored than their other features. Hobgoblins with brilliant red or blue noses typically hold positions of authority in hobgoblin society.

Excellence in Everything. Hobgoblins consider excellence the highest virtue. They prize hard-earned experience as much as innate talent, selecting leaders from those who have proven themselves most fit to rule. Because their culture is militaristic, hobgoblins value martial prowess, although aptitude in the arcane arts, religious devotion, or mastery of a trade are also respected to some degree. Even hobgoblins who pursue poetry or music might be admired, but only if their works celebrate the accomplishments of the culture as a whole.

Legion Above All. Hobgoblins divide their society into ancestral clans known as legions. Although superficially similar to military regiments, hobgoblin legions inspire even greater
loyalty from their members. A hobgoblin family might identify with the same legion for a dozen generations or more. Those who betray or fail their legion are either humiliated and exiled or publicly tortured and killed.

Monster Tamers. Hobgoblins believe that discipline sharpens passion into unwavering purpose. Nowhere is this conviction more evident than in the hobgoblin tradition of taming wild beasts. Hobgoblin beast-masters raise wolves, messenger birds, and even more exotic creatures, like mammoths or dinosaurs , to support their legions on the battlefield. Hobgoblins armies also incorporate bugbears and goblins into their ranks. These “lesser” goblinoids are often treated as only slightly cleverer than beasts. Nevertheless, a hobgoblin warlord can mold a mob of squabbling goblinoids into a cohesive fighting force.

Hydra

Hydra

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Hyena

Hyena

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Ice Devil

Ice Devil

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Ice Worm

Ice Worm

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Imp

Imp

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Introduction to Monsters

Introduction to Monsters

This bestiary can be used with 5E or Level Up. If you’re using 5E, you’ll want to be aware of a few rules changes which we’ve introduced. These changes will be discussed in greater detail further on in this introduction.

Alignment: Few monsters have an alignment. Those that do (mostly celestials, fiends, and some undead) have their alignment listed among their traits.

Bloodied Monsters: Monsters are considered bloodied when they’ve been reduced to half their hit points or less. There are no rules associated with being bloodied, but other game elements may interact with it. For instance, some monsters have abilities they can only use while bloodied.

Expertise Dice: Some monsters have expertise dice listed next to skills, saving throws , or other d20 rolls. An expertise die is rolled and added to the d20 roll it modifies. For instance, a Stealth bonus of +5 (+1d4) means that 1d4 + 5 is added to the monster’s d20 roll when it makes a Stealth check.

New Conditions: Level Up introduces confused, rattled, slowed, fatigue, and strife, which are described fully in  Conditions .

Gazes: Some monsters’ actions include the Gaze keyword in their name. These actions can be taken only if the monster and the target can both see each other. Full rules for gaze attacks can be found later in this introduction.

Ongoing Damage: Some attacks, like being set on fire, deal ongoing damage. This damage occurs at the end of each of the affected creature’s turns, and it continues until ended by a condition specified by the attack.

Math Changes: We’ve slightly changed the way a few monster statistics are calculated behind the scenes. For instance, some monsters gain different Armor Class benefits from armors, and grapple escape DCs are calculated using a slightly different formula. None of these changes require any tweaking: just use the monsters as they are written. 


Monster Entries

You can use the monster information in this book to inspire your game preparation or worldbuilding ahead of time. You can also use it on the fly. Just flip open the book: each monster entry contains everything you need to generate a unique encounter, with suggested encounter groups, treasure, monster behaviors, and even names. 

A monster entry has the following parts: description, legends and lore, sample encounters, monster signs, monster behavior, optional monster-specific tables, optional sample names, and stat blocks.


Description

This is an essay describing the monster’s place in the world. It may contain ecological information and story hooks. Like every other part of a monster entry, this description is for inspiration only: you are free to use another setting’s lore or invent your own.


Legends and Lore

What does an adventurer know about a monster? The Legends and Lore section describes the information a character might recall about a monster with a successful skill check. The higher the check, the more in-world information—natural history, weaknesses, and so on—the character recalls. 

Even if a character learns nothing else about a monster, a DC 10 check is usually sufficient to recognize it by sight. At the Narrator’s discretion, recognizing a monster might not require a roll (for common creatures) or might be difficult or impossible (for rare or unknown monsters).


Sample Encounters and Treasure

Most monster entries include sample encounters, usually featuring multiple variations and varying difficulty levels. For instance, the goblin monster entry includes encounters suitable for beginning adventurers. A handful of goblins is enough to challenge a low-level party. It also features challenges for mid-level groups and even an encounter suitable for powerful characters: a goblin boss with a dozen goblin warriors, and possibly a mighty spellcasting goblin warlock or an elite worg-riding cavalry.

Similarly, we’ve included sample treasure hoards along with each sample encounter. A small goblin patrol might have a handful of gold and silver, while a goblin army might have gold, jewels, wagons of trade goods, and multiple magic items. 

These sample treasures are a convenience for when you don’t have the time to randomly generate or hand-curate a treasure hoard. Don’t use a treasure more than once! It will strain credibility if two aboleths both have the exact same treasure hoards with identical numbers of coins and identical periapts of health. The second time a party would earn the same treasure reward, instead hand-pick or randomly generate a treasure using the appropriate rules.

It’s important to note that not every encounter comes with treasure. In fact, most don’t. For most campaigns, the party finds only one to three treasures over the course of one character level. The other encounters come with nothing at all or with ordinary equipment and a handful of incidental coins. Don’t make the mistake of giving out the sample treasure for each encounter! 

If a monster does possess treasure, particularly magical treasure, it may well use it. An intelligent creature with a magic weapon will use that magical weapon if it’s capable of doing so. A mage with a spell scroll may use the scroll, and a creature with a potion of healing may quaff it. Magical treasure not only acts as a reward but poses an increased challenge.


Monster Signs 

Often, an encounter occurs with no warning: a group of characters stumbles into a group of monsters. Sometimes, though, characters come upon a sign of impending danger. Perhaps they see a footprint or hear an ominous, distant wail. Clues like this allow characters to make interesting exploration decisions and make the world feel lived-in.

As a rule of thumb, assume that half of all encounters are preceded by the discovery of a sign (or its potential discovery: some signs may be missed by those who don’t make a successful Perception or other skill check).

A group may try to identify a monster by the signs it leaves behind, for instance by examining a footprint. As a rule of thumb, doing so requires a Survival or Investigation check (minimum DC 15), with some monsters being impossible to identify (for instance, a doppelganger’s footprint is indistinguishable from that of the creature it mimics, and a distant pillar of smoke offers no clues about the creature that set its flame).


Monster Behavior

One of the most important elements of any encounter is this: what are the monsters up to? A roll on the monster behavior tables determines whether a monster or group is hiding in ambush, looking for help, preoccupied with a prisoner, or any of thousands of other individual behaviors. These randomized tables can be a great way to quickly get a story idea when you don’t have time to read a whole essay. 

Nearly every monster comes with its own individualized tables, sometimes broken out by environment or monster number.


Sample Names

Coming up with a name on the fly can be a hit-or-miss affair. If you need a suitably resonant name for a dread knight, or if the party suddenly takes a liking to a random goblin, we’ve provided sample name lists for most intelligent monsters.


Monster-Specific Random Generators

Some monsters call out for unique random charts to give them variety and bring them to life. Does your vampire have an alternate weakness instead of sunlight? Does your lich or dragon have some unique lair defenses sure to complicate the players’ lives? Whenever possible, we want to provide inspiring details to make your encounters vivid and memorable.


Stat Block

Besides descriptions, lore, and other world information, each entry contains stat blocks. A stat block describes a particular creature’s capabilities, attacks, combat spells, and other statistics needed to run it as either a social or combat encounter.

One monster entry may contain multiple stat blocks. For instance, the entry for the salamander (an elemental creature made of fire) contains three stat blocks: the salamander (a typical adult member of its species), the salamander nymph (a larval but still very dangerous form of the salamander), and the salamander noble (a larger variant of the salamander that gains extra hit points and fire breath).

Challenge and XP

Each monster’s stat block includes its Challenge Rating (CR). This is an important number for determining whether a monster provides a suitable combat challenge for a group. The higher the Challenge Rating, the tougher the monster.

Designing Encounters includes details about using Challenge Rating to plan a battle or to determine a combat encounter’s difficulty. In general, a monster of a given Challenge Rating can challenge two to four characters of the same level. If a single monster’s Challenge Rating is more than 50 percent higher than the characters’ level, it may be too powerful an adversary for them. Thus, no monster in this book has a CR higher than 30.

Each monster’s Challenge Rating is accompanied by a number of experience points (XP). Experience points are one way to reward players for completing an encounter. In some games, when characters have triumphed in a combat or noncombat encounter against a monster, they are awarded the listed experience points. If you are not using experience point-based leveling, you can ignore this number.

Legendary Monsters

Legendary monsters are powerful apex creatures. They often rule the lands around them for miles. A legendary monster is a formidable opponent that can successfully wage battle against an entire adventuring party.

A legendary monster has up to three legendary actions, which it can use when it’s not its turn. Many legendary monsters also have legendary resistances, which are abilities that allow them to succeed at a saving throw that they would otherwise fail. Using Legendary Resistance often comes with a cost.

Legendary monsters are intended to be used as solo opponents or as powerful bosses surrounded by minions. Just like a normal monster, a legendary monster is an appropriate combat challenge for two to four characters with character levels that match its Challenge Rating. However, its additional actions and defenses provide a more interesting battle, suitable for the climax of a story.

Elite Monsters

An elite monster is a tough and dangerous example of its species or type. Often, an elite monster represents a specific, named individual. For instance, the Skull of Medon is a demilich mastermind, more fearsome even than a normal demilich.

An elite monster is only suitable for gaming groups that desire an unusually difficult combat challenge. Fighting an elite monster is as tough as fighting two ordinary monsters of its Challenge Rating. For instance, although the Skull of Medon’s Challenge Rating is 18, it is as tough as two ordinary Challenge Rating 18 demiliches. 

An elite monster is a hard combat challenge for four characters with character levels that match its Challenge Rating.

For magical effects and spells that rely on a creature’s Challenge Rating, such as true polymorph, treat an elite monster as if its Challenge Rating was doubled. For instance, treat an ancient aboleth (a CR 11 elite monster) as if its Challenge Rating was 22. 

A creature can be both elite and legendary. Such a monster gains the extra complexity of a legendary monster and the doubled combat power of an elite monster.

Size

A monster can be Tiny, Small, Medium, Large, Huge, Gargantuan, or Titanic. A Small or Medium monster is around the same size as most characters and takes up a 5 by 5 foot space in combat. A Tiny creature takes up a 2 ½-foot-square space. A Large creature takes up a 10-foot-square space, and a Huge creature takes up a 15-foot-square space. A Gargantuan creature takes up a 20-foot-square space. A Titanic creature takes up at least a 25-foot-square space but can be larger.

Type

A monster’s type describes its origin or nature. While a monster’s type has no effect on its own, other game elements may refer to it. For instance, the charm person spell only affects creatures of the humanoid type.

Some monsters have a second monster type. For instance, a faerie dragon is both a dragon and a fey creature. Its type is dragon (fey). Any game rules which apply to dragons, or which apply to fey creatures, apply to it.

Other monsters have a categorization that isn’t a monster type but which may interact with other game rules. For instance, a werewolf is a humanoid that is also a shapechanger. Its type is humanoid (shapechanger). Rules regarding humanoids and shapechangers apply to it.

The fourteen monster types are as follows:

Aberrations are unnatural beings that don’t belong to this plane of existence. Many aberrations are telepathic and use a mental power known as psionic power instead of magic. An aboleth is an aberration.

Beasts are natural animals whose existence and abilities are nonmagical. A bear and a tyrannosaurus rex are both beasts.

Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.

Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.

Dragons include red and gold dragons, which are huge reptilian fire-breathers that number among the world’s most dangerous monsters. This type includes white dragons, which breathe killing frost, as well as smaller reptilian creatures related to true dragons, such as pseudodragons. 

Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals, fire elementals, water elementals, and air elementals, each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits, and other elemental creatures. 

Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger. Sprites and pixies are fey.

Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds, are neither demons nor devils.

Giants look like immense humanoids, standing from 10 feet tall (like ogres) to 30 (like storm giants). Some giants, like trolls, have human-like shapes but monstrous features.

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs. Others have bizarre or unnatural appearances, like many-tentacled ropers. Monstrosities could only arise in a world suffused with magic.

Oozes are ambulatory, predatory amoeboid creatures that infest caverns and other dark places. A gelatinous cube is an ooze.

Plant creatures are magical fungoid or plant-like creatures. Ordinary plants, such as trees, are not plant creatures. A treant is an intelligent plant creature that resembles a tree.

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons. Others, like vampires, are the products of an evil ritual or curse.

Celestials, elementals, fiends, some fey, and creatures with the titan subtype are immortal, meaning they are living creatures that do not die of old age (though they may die by other means). Undead and most constructs are creatures that are not living. All other creatures are mortal. 

Armor Class

A monster’s Armor Class (AC) includes the effects of its Dexterity bonus and armor, if any. Many monsters have natural armor, such as scaly or tough hides. 

Hit Points

While characters who reach 0 hit points normally make death saves, monsters typically die at 0 hit points. At the Narrator’s discretion, a particularly important foe or beloved ally might gain the benefit of death saves, or it might be stabilized with a successful Medicine check. 

A Narrator can vary a monster’s hit points. Listed after each monster’s hit point value is a die expression (for instance 3d8 + 3). The Narrator can roll this to obtain a number of hit points that may be lower or higher than average for the monster, or raise or lower a monster’s hit points within this range to represent a creature that is stronger or weaker than average. For instance, a monster with 3d8 + 3 hit points has an average of 16 hit points, but it might have as many as 27 hit points (if it rolled three 8s) or as few as 6 hit points (if it rolled three 1s).

Monsters are considered bloodied when they’re reduced to half their hit points or less. Being bloodied isn’t a condition and has no effects on its own, but other game elements may interact with it. For instance, some monsters have abilities they can only use while bloodied.

A monster’s usual bloodied value is listed next to its hit points. If a Narrator has varied a monster’s hit points to make it weaker or stronger, the monster’s bloodied value is half its new maximum hit points (rounded down).

Speed

On its turn, a monster can move a number of feet equal to its Speed.

Some creatures have additional movement modes: 

Burrow: The creature can burrow this far on its turn through earth, ice, or sand, but not through rock unless otherwise noted.

Climb: The creature can climb this far on its turn and doesn’t need to spend extra movement to do so.

Fly: The creature can fly this far on its turn. A flying creature falls if it is knocked prone unless it has the ability to hover, noted as “fly (hover)”.

Swim: The creature can swim this far on its turn and doesn’t need to spend extra movement to do so.

Ability Scores

Monsters have the same six ability scores as adventurers (Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma). These ability scores, along with a monster’s proficiency bonus, determine its skills, saving throws, and attack bonuses, just as they do for characters.

Proficiency Bonus

A monster’s proficiency bonus is added to any ability check that uses a skill, attack roll, saving throw, and the like in which it is proficient. You can grant a new skill or saving throw proficiency to a monster by adding its proficiency bonus to the appropriate check or saving throw.

Armor, weapon, and tool proficiencies aren’t listed in a monster’s stat block. Assume that a monster is proficient with any armor, weapon, or tool that it’s likely to have used before.

Maneuver DC

In Level Up, Maneuver DC is the difficulty class of martial tasks such as escaping a grapple. A monster’s Maneuver DC is 8 + proficiency bonus + the better of the monster’s Strength or Dexterity modifier.

If you’re playing Level Up, you can use a monster’s Maneuver DC to determine the success of various combat maneuvers; otherwise, you can ignore it and just use the monster as written.

Saving Throws

The Saving Throws entry gives bonuses for the saving throws in which a monster is proficient. If a particular saving throw isn’t listed, the monster makes an untrained saving throw (adding the appropriate ability modifier to their d20 roll).

A monster can voluntarily fail a saving throw. An object always fails a saving throw.

Some abilities deal damage and inflict an extra effect, like a condition, on a failed saving throw and deal half damage on a successful saving throw. Unless otherwise specified, a successful saving throw prevents the extra effect. 

Skills

The Skills entry gives bonuses for the skills in which a monster is proficient. If a particular skill isn’t listed, the monster makes an ability check (adding the appropriate ability modified to their d20 roll). Skills frequently gain expertise dice (see below).

Expertise Dice

Some monsters have expertise dice listed next to skills, saving throws, or other rolls based on their ability scores. An expertise die is a d4, d6, d8, d10, d12, or d20, which is rolled and added to the d20 roll it modifies. For instance, a Stealth bonus of +5 (+1d4) means that 1d4 + 5 is added to the monster’s d20 roll when it makes a Stealth check.

When an expertise die is applied to a passive score, such as passive Perception, the expertise die’s average value (rounded down) is added to the passive score. For instance, a creature gains a +2 bonus to its passive Perception if it has a 1d4 expertise die in Perception checks.

Resistances, Immunities, and Vulnerabilities

A creature immune to a certain damage type takes no damage of that type when subjected to it. A creature that is resistant to a damage type takes half damage (rounded down). A creature vulnerable to a damage type takes double the damage it is subjected to.

Some creatures are resistant or immune to damage dealt by nonmagical weapons, weapons that are not silvered or magical, or other forms of weapons. This applies to any interaction between a character and a monster. However, when a monster is fighting a monster, a different rule applies: the attacks of any monster of Challenge Rating 5 or higher are considered to be magical for the purposes of overcoming the damage resistance or immunity of a different monster.

Senses

Every monster has its passive Perception listed under its senses. Some monsters may have one of the following other senses, each of which is modified by the maximum range, in feet, at which the sense operates.

Blindsight: Not everything relies on vision to sense the world. A creature with blindsight is not affected by darkness or other heavily or lightly obscured areas, within a certain radius. Creatures adapted to the darkness (like bats and moles) or creatures without eyes (like oozes) have blindsight. Blindsight counts as sight for the purposes of targeting spells and so on.

A naturally blind creature with blindsight is noted as being blind beyond the blindsight’s range. Naturally blind creatures are immune to visual illusions (such as those created by minor illusion).

Darkvision: Darkvision allows a monster to see in dim light as if it were bright light, and in darkness as if it were dim light. Darkvision doesn’t allow a creature to see color.

Tremorsense: A monster with tremorsense can detect and pinpoint the vibrations of creatures and moving objects which are in contact with the same surface. It can’t detect flying or incorporeal creatures. Tremorsense doesn’t count as sight.

Truesight: A creature with truesight can see in dim light, darkness, and magical darkness as if it were bright light, see invisible objects, and detect visual illusions and automatically succeed on saving throws against them. Additionally, it can perceive a shapechanger’s true form and it can see into the Ethereal Plane.

Languages

A monster can speak the languages listed in this entry. Sometimes an entry notes that a monster can understand but not speak a language. 

Telepathy: Some monsters have telepathy listed as a language. Telepathy allows a creature to magically communicate with a target creature within the specified range. The target doesn’t need to share a language to understand the telepathic creature, but must understand at least one language. A creature without telepathy can’t initiate a telepathic conversation but can respond to a telepathic message.
A telepathic creature doesn’t need to see a creature to communicate with a target, as long as it is aware of the target and neither is incapacitated. A creature can’t maintain telepathic contact with several creatures simultaneously.

Traits

Many monsters have characteristics noted below their languages and above their actions. These are called traits. All of a monster’s traits should be read carefully when running a monster, since they might influence any facet of the monster’s behavior, actions, and abilities in or out of combat.

Sometimes a single monster entry includes multiple monster stat blocks that share a trait. Instead of reprinting the trait inside each stat block, it’s listed towards the beginning of the entry, right after the monster’s description. 

Common monster traits include the following:

Spellcasting: A creature with the Spellcasting trait casts spells in much the same way a character does. It has a spellcaster level, spell slots, and a list of known or prepared spells. A monster with this trait can cast a spell with a higher spell slot if it has one available. The Narrator can customize such a monster’s spell list, swapping any known or prepared spell for another of the same level and from the same spell list. When casting an attack cantrip, the monster uses its spellcaster level to determine the effect of the spell.

Innate and Psionic Spellcasting: A creature with the Innate Spellcasting trait can cast spells without using spell slots. Instead, it can cast the spells it knows a certain number of times per day. It can’t cast a spell it knows at a higher level, and it can’t usually swap its spells known for other spells. When casting an attack cantrip, the monster uses its Challenge Rating instead of spellcaster level to determine the effect of the spell.
Psionic spellcasting works much like innate spellcasting. Creatures with the Psionic Spellcasting trait typically don’t require components for spellcasting.


Actions

Monsters can take the following types of actions: action, bonus action, reaction, and legendary action.

Monsters follow the same rules as characters when they take actions, bonus actions, and reactions. They can use one of the options described in their stat block, or they can use the options available to characters (such as using the Dash action, taking the Opportunity Attack reaction, and so on). 

If it makes sense to do so, a monster may take an action, a bonus action, or a legendary action outside of combat and when not in initiative order. 

Nearly anything can trigger a reaction. However, in the Monstrous Menagerie, nearly all of a creature’s reactions are triggered by an attack or a spell targeted at that creature or on a creature next to it. This is intended to ease the difficulty of complex battles: you only need to check a monster’s reactions when attacking that creature or a close ally.

In the description of a reaction, the term “attacker” refers to the creature that triggered the reaction by casting a spell or making an attack.

Legendary actions are only available to legendary monsters. An effect, like incapacitation, which prevents a creature from taking an action also prevents it from taking a legendary action.

Some of a monster’s actions or abilities may be magical in nature. If an ability’s description notes that it is magical, then it may be subject to spells such as antimagic field and dispel magic. Unless an action or ability specifies that it is magical, it doesn’t interact with those spells. For instance, a red dragon’s fire breath isn’t described as magical, and therefore it can be used inside an antimagic field.

Limited Use Actions

Some of a monster’s action options have limits on their use. This is noted in parentheses after the name of the action. A single action can have multiple limits. Limits include:

X/Day: A creature can use this option only the given number of times per day. A monster’s day ends when it finishes a long rest.

Recharge: After the monster uses this ability, it can’t use it again until the ability recharges. At the start of each of the monster’s turns, the monster can roll a d6. If the roll is within the range in the recharge notation, the ability is recharged and the monster can use it on that turn. For instance, if a monster’s ability says “Recharge 4–6”, it recharges on a d6 roll of 4, 5, or 6. Taking a rest also recharges the ability.

Recharges after a Short or Long Rest: A creature can use this ability once and then must complete a short or long rest before doing so again.

While Bloodied: A creature can use this ability only while it is bloodied (while its current hit points are half or less than its total hit points). Similarly, there are abilities that can only be used while not bloodied.

Attacks

Many of a monster’s actions are attacks. An attack can be a melee spell attack, a ranged spell attack, a melee weapon attack, or a ranged weapon attack. A weapon may refer to a manufactured weapon, like a trident, or a natural weapon, like a claw.

An attack usually targets either one creature or one target (which can be either a creature or an object), though an attack might target multiple creatures and might include other requirements (like “one creature grappled by the monster”).

An attack’s damage is presented as both a fixed number and as a dice expression. You can use whichever you like: use the fixed number to speed play or roll dice to provide variety. 

Some weapons deal different damage in different circumstances. For instance, a longsword is versatile and deals 1d8 damage one-handed or 1d10 damage two-handed. In some cases, both options are noted in an attack description. In other cases, only the most typical option is noted. For instance, if a creature bears a longsword and a shield, its attack description might not include rules for two-handed longsword use. A monster is allowed to use its equipment in ways not listed in the attack entry: consult the description of a weapon to see all the options available.

Spells

Some monsters have the ability to cast spells just as characters can. Since it can be inconvenient to cross-reference spell descriptions during combat, a monster’s most useful combat spells are listed among its actions. 

The spell’s description provides the spell’s level (or notes that it’s a cantrip). It also specifies any spell components necessary and whether or not the spell requires concentration. Consult the creature’s Spellcasting trait to determine how many times a spell can be cast per day.

A monster’s stat block doesn’t summarize every spell known by a creature—just the ones most likely to be used during combat. Furthermore, the spell summary doesn’t always describe every option available in a spell. For example, if a monster can cast fire shield, the spell description might list the effects of either the warm shield or the chill shield, whichever the monster is most likely to use. Additionally, a spell description rarely notes the effects of casting a spell with a higher spell slot. If a monster needs access to these tactical choices, you can refer to the full description of the spell.

Monstrous Menagerie stat blocks use the Level Up version of each spell, which may slightly differ from the spell as presented in other systems. For instance, the Level Up version of fireball deals 6d6, not 8d6, damage. Even if you’re not using the Monstrous Menagerie as part of a Level Up game, the spell versions presented here are well-balanced and usable as printed.

Targets

Some actions require a creature to target one or more other creatures.

A creature can target a creature it can't see with an attack (but it generally attacks with disadvantage, as per the rules for unseen creatures). However, a creature can't target a creature it can’t see (or perceive with a similar sense, like blindsight) with an non-attack action that requires the target to make a saving throw, unless the action specifically says it can.

Gaze

Some actions have the Gaze keyword. Gaze actions have the following rules:

  • In order to take the action, the monster must be able to see the target.
  • If the target can’t see the monster at the time of the action, it has no immediate effect. However, if the monster and the target can see each other at any time before the beginning of the monster’s next turn, and the monster is not incapacitated, the action occurs then.
  • If the target is not surprised, it can choose to avert its eyes from the monster at the start of the target’s turn. This lasts until the start of the target’s next turn. While its eyes are averted, the creature can’t see the monster.

Ongoing Damage

Some attacks deal ongoing damage. This is recurring hit point loss that doesn’t occur when the ongoing damage is first dealt; instead, it happens at the end of each of the affected creature’s turns. An effect that deals ongoing damage specifies the condition that ends the damage. For instance, a fire elemental’s slam deals 5 (1d10) ongoing fire damage by causing its target to catch on fire. This ongoing damage can be ended when a creature (either the target or another creature within 5 feet) uses an action to extinguish the flame.


Combat Strategy

After each monster’s stat block is a section describing the monster’s strategy in combat. It describes the monster’s preferred tactics: for instance, does it typically engage in melee or ranged combat, and when does it use its limited-use moves? Most combat strategy sections also outline situations in which a monster will flee or surrender. 

Combat strategy sections are meant to inspire but not constrict the Narrator. Different monsters may employ varying strategies based on circumstances and personality.


Modifying Monsters

A monster is nothing but statistics until it’s brought to life at your game table. Therefore, monsters should be modified to best serve your game. Here are some tools you can use to customize the monsters in this book.

Variants

Many monsters in the Monstrous Menagerie are listed with variant versions. A variant adds or replaces some of the monster’s characteristics and frequently alters its Challenge Rating.

A variant might represent an exceptional member of a group. For instance, the balor general is a legendary variant of the balor. Other variants are re-imaginings of the original monster. For instance, a warlord’s ghost is a variant of a banshee that doesn’t alter the banshee’s mechanics at all but changes the monster’s story and appearance.

When a variant changes a monster’s Challenge Rating, the monster’s proficiency bonus is unchanged. For instance, a balor general, Challenge Rating 24, uses the balor’s proficiency bonus of +6.

Templates

This book includes several templates which can be applied to a wide variety of monsters. For instance, the skeleton template can be applied to any beast, humanoid, giant, or monstrosity, allowing you to create skeleton bears, berserkers, and bulettes, among other horrors. 

Other Changes

Two easy ways to get more use out of a stat block are to reskin it or to increase or decrease its Challenge Rating.

To reskin a monster, you can change the way you describe it and its attacks. You might change its type, size, and Intelligence score, and possibly change the damage type dealt by some of its attacks, but otherwise leave its numeric statistics alone. For instance, you could describe a manticore as a flying elven archer, reflavoring its tail attack as a volley of arrows and its claws and bite as a dual wielded axe and rapier.

To increase or decrease the combat challenge offered by a monster, you can use the statistics in  Designing Monsters . A quick and easy way to increase a monster’s Challenge Rating by 1 is to increase its hit points by 15 and make one of its attacks deal an extra 5 damage each turn.   

Jackal

Jackal

Challenge
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Jackalope

Jackalope

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Kech

Kech

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Khalkoi

Khalkoi

Khalkoi, more commonly known as mind wasps, are parasitic predators that feed on the cosmic principles of good and evil, law and chaos. They conquer reality after reality, leaving behind deserted heavens and dead gods as they rob worlds of divine magic.

A khalkos is humanoid in shape with an inexpressive wasp face. It is able to disguise itself psionically in order to infiltrate sacred or profane places, dooming them to destruction.

Parasitic Life Cycle. Khalkoi implant their larvae into the brains of intelligent creatures. A parasitized victim comes to see every khalkos as an ally to be trusted, and may even help a khalkos implant its eggs in other victims. When khalkos larvae are ready to be born, they burst from the skull of their host. As the headless victim collapses to the ground, the khalkos larvae—now independent khalkos spawn—fly away to search for new victims.

Although khalkos larvae can infect any intelligent creature, they prefer hosts that are cosmically aligned: archpriests and saints, angels and devils, and even gods. Khalkoi spawned from an aligned creature begin growing into adult khalkoi immediately, reaching maturity in a few days. Khalkoi that hatch from unaligned creatures must consume many humanoid victims, over a period of months or years, before they mature.

Existential Threat. A khalkos can sense cosmic power as a spider senses a tremor in its webs. The battles of warring pantheons, or mighty deeds performed by celestial or fiendish champions, can attract their attention to a heretofore-overlooked planar realm.

Usually, only a single khalkos travels to a newly discovered world. With mastermind intelligence and mind-clouding psionic powers, it infiltrates a temple or cult. Finally, it targets a divinely-empowered priest or minor fiend, hijacking its body to serve as the breeding ground for its eggs. Soon, one khalkos becomes a swarm of khalkoi that immediately set their sights on bigger game.

Fight or Flight. A few worlds have successfully fought off a khalkos invasion. To win such a war, powerful cosmic entities must be aided by unaligned heroes: warriors, spellcasters, and other adventurers who don’t inherit their power from cosmic principles but who are willing to fight for them nonetheless.

Other worlds have survived the khalkos threat by avoiding detection. Some dimensions have constructed vast psychic barriers or concluded divine treaties to limit the power of deities and fiends. If these magical protections are violated, such worlds risk unwelcome attention.

Khalkos

Khalkos

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Knight

Knight

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Kobold

Kobold

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Kobolds

Kobolds

Kobolds are small, reptilian humanoids that blend the features of large dogs and tiny, wingless dragons. While many live in the lairs of the dragons they revere, others dwell in trap-ridden warrens far underground.

Draconic Servitors. Kobolds feel both an awe of and kinship with dragons. Many dragons extend protection to their distant kobold cousins, accepting in return the flattery, adulation, and service they believe all creatures owe them. Kobold servitors resent a dragon’s other minions, fearful of the day the dragon no longer values their devotion.

Kobolds share many characteristics with dragons. They hatch from eggs with an instinct to hoard treasures and trinkets. Like dragons, kobolds enjoy long lifespans. With all the dangers that assail them, though, few kobolds see the natural end of their 100- to 150-year lifespans.

Proud and Territorial. Smaller and weaker than most sentient species, individual kobolds make easy prey for predators. A kobold community without a dragon patron must rely on stealth, traps, and sheer numbers to survive.

Most kobolds live in underground warrens far from the sunlight. Often, these warrens are extensions of existing structures such as dungeons, sewers, and natural caverns. As skilled miners with a dragon-like fondness for shiny things, kobolds often move into abandoned mines (or chase the miners out of working ones). Kobolds modify their lairs to their advantage, using low ceilings, cunning traps, and narrow passages to hinder the movement of invaders. Kobolds prefer to fight from a distance and with overwhelming numbers.

Bigger and stronger creatures often find kobolds contemptible at best, and raid and slaughter them at worst. When the tables are turned, kobolds rarely forgive those who have bullied them, though sometimes flattering words or glittering offerings appease them. Any slight to their dignity enrages them. Kobolds believe that even the smallest relative of a dragon has royal blood coursing through its veins.

Kraken

Kraken

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Lamia

Lamia

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Lemure

Lemure

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Lich

Lich

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Lion

Lion

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Lizard

Lizard

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Lycanthropes

Lycanthropes

A lycanthrope is a humanoid who transforms into an animal during the full moon. In animal form, a lycanthrope (also called a were) appears to be simply a large, powerful example of its species. Its eyes, however, betray its humanoid intelligence.

Viewed separately as a disease, a curse, a blessing, or a bloodline, lycanthropy is spread through the bites of lycanthropes or from a parent to child at birth. The most common varieties of lycanthropes are werebears , wereboars , wererats , weretigers , and werewolves .

The Curse of Lycanthropy. Any humanoid bitten by a lycanthrope in its animal or hybrid form can contract lycanthropy. Lycanthropy inflicted in this way can be cured with a remove curse spell, but a person born a lycanthrope is one by nature, and only a wish spell can remove the curse.

On the night of the first full moon after being bitten (or, for a natural lycanthrope, upon reaching young adulthood), a person involuntarily changes into an animal. This transformation is painful and draining, leaving the afflicted hungry, unable to speak, and often confused and frightened. During the transformation, a lycanthrope’s thoughts are filled with predatory instincts. Many newly changed lycanthropes attack others out of hunger or fear. Others surrender to their bestial natures, reveling in the hunt and the kill.

Mastering the Affliction. As with any skill, mastering lycanthropy takes practice. A new lycanthrope must first learn to control their actions while in animal form. With work, they eventually develop the ability to transform at will, except during the dark of the new moon. Experienced lycanthropes can take a half-humanoid, half-animal form, and rumors exist of alpha lycanthropes who have developed their talents even further.

Some weres shun their curse rather than seeking to master it. Fearing the harm they may do to others, they lock themselves away or lose themselves in the wilderness, especially during the full moon.

Whether a blessing or a curse, lycanthropy comes to dominate a creature’s life. Even in humanoid form, a lycanthrope’s mind is prey to bestial thoughts. A lycanthrope is defined by whether they resist or succumb to these temptations.

Wolfsbane. Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.

Mage

Mage

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Magmin

Magmin

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Malcubus

Malcubus

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Mammoth

Mammoth

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Manticore

Manticore

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Marid

Marid

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Marilith

Marilith

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Mastiff

Mastiff

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Medusa

Medusa

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Merclops

Merclops

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Merfolk

Merfolk

Aquatic humanoids with the torsos of humans and the tails of fish, merfolk build societies beneath the waves that few land-dwellers ever encounter. Most merfolk keep to the shallows, where light still filters through the water to mark the passage of time. Others, braver or stranger than their coastal cousins, venture into the ocean’s lightless depths.

Far-Flung Kingdoms. Merfolk kingdoms span the globe, and their citizens are as varied in culture and appearance as other humanoids. Their skin can be as many colors as a tropical fish.

Although they sometimes salvage metal from shipwrecks, merfolk rarely use metal in their clothing, jewelry, or tools. Instead, they clothe themselves in seaweed, fish scales, and shells, and use bones, carved coral, and sand-glass for tools. Similarly, they have little use for the writing implements of land-dwellers, relying instead on a capacious oral tradition that extends farther back than most written histories.

Merfolk

Merfolk

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Merfolk Template

Merfolk Template

Any NPC can be a merfolk. A merfolk NPC retains all its statistics except as noted below.


Speed. The merfolk has a Speed of 10 feet and a swim speed of 40 feet.

Senses. The merfolk gains darkvision with a radius of 30 feet.

Languages. The merfolk speaks Aquan and Common.

Amphibious. The merfolk can breathe air and water.


If the merfolk’s Challenge Rating is 2 or higher and it is wielding a trident, it can take the following additional bonus action:

Trident. The merfolk makes a trident attack.

Merrow

Merrow

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Metallic Dragons

Metallic Dragons

Fairy tales speak of noble dragons with glittering scales of precious metal, who act as guides and protectors to errant humans. And indeed, while metallic dragons are as greedy and power-hungry as any dragon, they are more likely to uphold the tenets of peace and order than to ravage the land with fire and fury.

Careful Stewards. Many metallic dragons consider themselves stewards of their territories. With an eye to tomorrow’s hunt, metallic dragons avoid overtaxing the land’s boundary. They extend this understanding to humanoids in their dominion, whom they allow to flourish so long as they don’t challenge dragons for supremacy. Humanoids, after all, are useful: they produce fine art and mine for precious metals, both of which dragons covet. Some metallic dragons trade their benevolence for such gifts, while others take what they want by force, especially from those they deem unworthy of protection: bandits, troublemakers, and those who assert independence from the dragons’ dominion.

Social Creatures. Metallic dragons are the most social of true dragons, organizing themselves in close-knit communities based on blood relation or found family. They often fly long distances to share each others’ company. When other dragons are scarce, some metallic dragons even turn to humanoids for companionship. Adult metallic dragons can magically take on humanoid shape, and they sometimes form genuine friendships with humanoids. Not even the most affable dragon, however, will risk its treasure by sharing the secrets of its lair. 

Mimic

Mimic

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Minotaur

Minotaur

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Minstrel

Minstrel

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Monster Categories

Monster Categories

The following entries from the Monstrous Menagerie are categories which include two or more individual monsters.

  • Angels
  • Animated Objects
  • Ankhegs
  • Azers
  • Boggards
  • Bugbears
  • Clockworks
  • Demons
  • Devils
  • Dinosaurs
  • Dragons
  • Faeries
  • Genies
  • Ghouls
  • Giants
  • Gnolls
  • Goblins
  • Gricks
  • Guardians
  • Hags
  • Half-Dragons
  • Hobgoblins
  • Khalkoi
  • Lizardfolk
  • Lycanthropes
  • Mephits
  • Merfolk
  • Minotaurs
  • Mummies
  • Nagas
  • Ogres
  • Oozes
  • Remorphazes
  • Salamanders
  • Scarecrows
  • Scorpionfolk
  • Skeletons
  • Titans
  • Vampires
  • Wraiths
  • Zombies

Mule

Mule

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Mummy

Mummy

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Nagas

Nagas

In remote corners across the world, nagas guard repositories of arcane knowledge and religious wisdom. Though the culture that created them is lost to time, nagas refuse to abandon the ancient libraries, temples, and tombs entrusted to them millennia ago.

Eternally Bound. Every naga was created as a custodian for a site of scholarly or spiritual significance. Powerful magic binds a naga to the place it was meant to protect, preventing it from forsaking its duty. Even if a naga dies, its spirit eventually returns to the mortal world in a new body. If the site it is bound to protect is ever destroyed, the naga is driven mad by its failure.

Undying Bonds. Nagas are solitary creatures, but they possess a supernatural sense of the comings and goings of their kin. They recognize each other by name and know the locations they safeguard. Over the centuries, affections or rivalries may develop between nagas, even if they never meet each other face to face. When a naga dies or stumbles in its duty, all nagas weep—or rejoice, depending on their relationship with the naga in question.

Immortal Nature. A naga doesn’t require air, sustenance, or sleep.

Naiad

Naiad

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Night Hag

Night Hag

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Nightmare

Nightmare

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Noble

Noble

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Nonplayer Characters

Nonplayer Characters

This appendix contains statistics for many of the humanoids who inhabit the game world. These nonplayer characters (NPCs) may act as allies or adversaries during the characters’ adventures. An NPC may be of any humanoid ancestry: for instance, an archmage could be a human , a gnome , an orc , or even a merfolk or gnoll .

You can alter an NPC stat block in order to better represent a specific individual in your campaign. Most such changes do not require a change to the NPC’s Challenge Rating.


Varying Heritage

Heritage describes a creature’s innate, inherited abilities. You can add specificity to an NPC by assigning them signature following abilities and traits related to their heritage. This list is not exhaustive; most humanoid species can use an NPC stat block.

  • Dragonborn: A dragonborn gains a breath weapon which they can use once per rest as an action. Each creature within either a 30-foot-long, 5-foot-wide line or a 15-foot cone (determined by draconic lineage) makes a Dexterity saving throw with a DC of 8 + Constitution modifier + proficiency bonus. On a failure, a creature takes acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage (determined by draconic lineage). The damage dealt is 3 (1d6) per point of the dragonborn’s Challenge Rating, with a minimum of 1d6 and a maximum of 6d6.
  • Dwarf: A dwarf gains darkvision out to a distance of 60 feet. Their Speed is 25 feet.
  • Elf: An elf gains darkvision out to a distance of 60 feet. They can’t be put to sleep by magic.
  • Gnome: A gnome gains darkvision out to a distance of 60 feet. They are Small and their Speed is 25 feet. They know the minor illusion cantrip, using their choice of Intelligence, Wisdom, or Charisma as their spellcasting ability.
  • Halfling: A halfling is Small and their Speed is 25 feet. When they roll a 1 on the d20 for an attack roll, ability check, or saving throw, they can reroll the die and must use the new roll.
  • Human: A human gains proficiency with one extra skill of their choice.
  • Orc: An orc gains darkvision out to a distance of 60 feet. When they score a critical hit with a melee weapon attack, they can roll one of the weapon’s damage dice an additional time and add it to the extra damage of the critical hit.
  • Planetouched: A planetouched creature gains darkvision out to a distance of 60 feet. Once per long rest , when they would be reduced to 0 hit points, they are reduced to 1 hit point instead.

Varying Culture

An NPC’s culture represents the society in which they were raised or trained, and may grant new traits or abilities. This appendix includes NPC variants that add cultural features, producing such variants as orcish wildling minstrels or cosmopolitan alchemists. While many cultures are associated with a particular heritage, any culture may include a person of any ancestry. For instance, a dragonborn may have been raised among shadow elves and have been trained as a shadow elf mage .


Varying Spells and Equipment

You can swap an NPC’s weapons or armor for others with which they are likely to be proficient. For spellcasting NPCs, you can swap out a spell for another spell of the same level on a spell list available to the NPC. If such a change increases a NPC’s Armor Class by 4 or more, or allows them to increase their maximum possible damage on one turn by 20 percent or more, then increase the monster’s Challenge Rating by one step (for instance, from 1/8 to 1/4 or from 5 to 6).


Legends and Lore

With a Culture or History check, characters can learn the following:

DC 10 The heritage and name of the NPC type (e.g. Archmage).

DC 15 The notable special abilities that the NPC type has.

DC 25 The name of this specific NPC.


Behavior

1  Going about their daily business.

2  Seeking somebody to help them with a quest or task.

3  Occupied in thought or concentrating on a solo activity. Will be irritated if disturbed.

4  Angry and looking for a fight.

5  Carousing, singing, or dancing.

6  Guarding something or someone.

7  Injured and nursing a wound.

8  On the run or hiding from somebody or something.

9  Lying in ambush.

10 Fighting a fierce creature.


Signs

1  A campfire or wagon.

2  A dropped trinket or minor piece of jewelry.

3  A trail of blood.

4  The sound of loud talking.

5  The sound of singing or music.

6  Smoke rising from just over a nearby hill or forest.

7  The sound of clashing blades and shouts of anger.

8  A backpack propped up against a tree.

9  A lone horse, saddled, but clearly separated from its rider.

10 The smell of delicious cooking.

Octopus

Octopus

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Ogre

Ogre

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Ogre Mage

Ogre Mage

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Ogrekin

Ogrekin

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Ogres

Ogres

Standing some 10 feet tall and weighing nearly 1,000 pounds, ogres look like massive, barrelchested humanoids with wide, fanged jaws.

Lost Greatness. Ogres are the descendants of giants forced out of their elementally-infused homes. Though now far removed from their giant ancestors, ogre tribes still remember the calamitous fall of the giants’ empire, and their stories warn against venturing too much or building too high.

Subsistence and Service. Ogres do not boast great craftspeople amongst them: they do not need to, since trees and rocks make serviceable weapons, and their skin is as tough as armor. However, promises of wealth and luxury can coax an ogre into service. For enough gold, an ogre will fight for a master far smaller or weaker than itself.

Oozes

Oozes

Oozes thrive in the deep, dark, and dank places of the world. Shapeless blobs capable of squeezing through even the narrowest spaces, they are mindless scavengers that dissolve metal and organic matter to fuel their strange metabolisms.

Multipliers. Oozes have no organs or internal structure of any kind. Split in half, each piece of an ooze can grow into an independent organism. Even a bit of ooze stuck to an adventurer’s boot can eventually grow into a new ooze, devouring the boot and the adventurer as well. Scorching an ooze’s remains with fire, or exposing it to sunlight, are the surest ways of wiping it out permanently.

Thrive in Darkness. Oozes need little to survive. Unlike plants, they don’t require air, and sunlight shrivels them. They don’t need water to grow, although they can swim through it as easily as they crawl over dry land. All an ooze needs is organic matter or ferrous metal, and it can survive without much of either. When trapped in a pit or passageway it can’t escape from, an ooze can serve as a tireless custodian and watchdog. Immaculately clean stone passageways are a sure sign that an ooze is nearby, and hungry.

Orc Urk

Orc Urk

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Ork Urk

Ork Urk

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Otyugh

Otyugh

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Owl

Owl

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Owlbear

Owlbear

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Panther

Panther

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Pegasus

Pegasus

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Peryton

Peryton

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Piercer

Piercer

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Pirate

Pirate

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Pit Fiend

Pit Fiend

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Pixie

Pixie

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Planetar

Planetar

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Pony

Pony

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Priest

Priest

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Pugilist

Pugilist

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Pyrohydra

Pyrohydra

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Quasit

Quasit

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Quipper

Quipper

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Rakshasa

Rakshasa

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Raptor

Raptor

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Rat

Rat

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Raven

Raven

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Red Dragon

Red Dragon

The most arrogant of all dragons, red dragons believe themselves the rulers of dragons and lesser creatures alike. They brook no disobedience and incinerate any who dare oppose them.

Rulers of the World. Red dragons believe their might is unsurpassed by mortal creatures. The very existence of gold dragons, their closest rivals, enrages
them, causing them to attack gold dragons on sight. All other creatures must either serve them or be eaten.

Red dragons make their lairs atop the highest mountain peaks, where they can look down upon their domains. They consider everything within sight to be their property, and the sky their domain alone. They keep a watchful eye for rival dragons or other flying creatures, which must be driven to the earth or destroyed.

Among themselves, red dragons are hierarchical. They grudgingly accept the dominance of larger dragons, and demand fealty from smaller ones. Two red dragons of similar age will clash until one crawls away, its wings torn and its hoard plundered.

Treasure Hoarders. Red dragons are greedy even by draconic standards. They believe every gemstone and scrap of precious metal belongs in their lair. To red dragons, no tribute is too great, and the crime of holding back wealth is a capital one.

Fiery Infernos. A red dragon’s peak inevitably becomes volcanically active. Inside its cavernous lair, the dragon may sleep on an island surrounded by magma or ride updrafts of sulphurous gases. When a red dragon becomes enraged, the volcano erupts.

Remorhaz

Remorhaz

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Revenant

Revenant

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Revilock

Revilock

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River Dragon

River Dragon

Linked to great, coursing rivers, these essence dragons embody the reckless, ever-changing power of water itself. Like a streak of quicksilver or a pennant fluttering in the wind, a river dragon is always moving, running an endless circuit from the river’s source to the ocean and back again. Like the rivers they exemplify, these dragons are fickle things. A ship or passerby that catches the attention of a river dragon might find fortune or ruin, depending on the fleeting whims of the river.

The Serpent Eats Its Tail. While the oldest river dragons have grown complacent in their wide, meandering rivers, most river dragons are on constant watch for competition. River dragon wyrmlings rule over tributaries and must pay proper respect to their parent rivers, at least until they grow strong enough to challenge them.

Gods of the Waterway. Those who fish along the river’s edge sometimes spot disporting river dragons, giving rise to legends of river gods. River dragons treated as gods are usually flattered by such honors, and may take efforts to ensure bountiful catches. Those regarded as monsters are often equally amused, and work to keep their fearsome
legend alive by devouring the occasional lone angler.

Roc

Roc

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Roper

Roper

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Sahuagin

Sahuagin

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Sahuagin

Sahuagin

Sahuagin are aquatic humanoids with a strong resemblance to—and affinity for—sharks. They  cannot survive long out of water, but in their native environment they are formidable indeed. Those who travel the world’s oceans ignore sahuagin at their peril.

Undersea Marvels. Sahuagin have overcome technological obstacles that some of their undersea neighbors have found insurmountable. They learned of metalsmithing from surface-dwellers centuries ago and have since established their own forges in undersea caves and on islands in waters they control. They have also developed a written language, which they carve into tablets of soft stone. With writing has come cartography, history, and magical traditions. Their religion is focused around a well-developed pantheon of undersea deities, with the shark god most revered of all.

Always Moving. Sahuagin typically follow sea currents, demanding tribute from ships and seaside communities along their route. Those who do not pay can count on being raided, but those who do find that the shark-folk may come to their aid in a crisis.

Consistent as the Tide. Sahuagin believe they own the seas, and disagreeing with them is dangerous. They are loyal, disciplined warriors, and they keep careful records of anyone who gives them trouble. They take umbrage with those who would magically alter the currents they follow, which occasionally brings them into conflict with storm giants and other powerful magical beings. However, those who work with the sahuagin, rather than against them, find them dependable. Sahuagin place considerable value on upholding one’s end of a deal, be it an employment contract, a trade agreement, or a personal promise.

Sahuagin Template

Sahuagin Template

Any NPC can be a sahuagin. A sahuagin NPC retains all its statistics except as noted below.


Speed. The sahuagin gains a swim speed of 40 feet.

Senses. The sahuagin gains darkvision with a radius of 120 feet.

Languages. The sahuagin speaks Sahuagin.

Blood Frenzy. The sahuagin has advantage on melee attack rolls against creatures that don’t have all their hit points.

Limited Amphibiousness. The sahuagin can breathe air and water. When breathing air, it must immerse itself in water once every 4 hours or begin to suffocate .

Shark Telepathy. The sahuagin can command any shark within 120 feet of it using magical telepathy.


The sahuagin has the following additional action:

Claw. Melee Weapon Attack: proficiency bonus plus Strength bonus to hit, reach 5 ft., one target. Hit: 1d8 + Strength bonus slashing damage.


The sahuagin has the following additional bonus action:

Bite. Melee Weapon Attack: proficiency bonus plus Strength bonus to hit, reach 5 ft., one target. Hit: 1d4 + Strength bonus piercing damage.

Salamanders

Salamanders

Natives of the Elemental Plane of Fire, salamanders are sinuous, snake-like beings with glowing yellow eyes and beaked faces. On their home plane, they are stern mercenaries and joyless crafters, but salamanders let loose on the Material Plane become giddy and playful.

Size Equals Status. Salamanders increase in size as the age, with the largest ruling as domineering tyrants. They relish wielding power over creatures smaller than them, and serve larger creatures resentfully. Salamanders begin life as two-foot-diameter, obsidian-shelled eggs, which their parents abandon in magma pools to gestate. Salamander nymphs, also known as fire snakes, are wild and independent of salamander society. If a nymph survives its first year, it matures into an adult, and finally joins the lowest ranks of salamander society.

Living Forges. Salamanders generate intense heat, burning anything within close proximity. Salamanders are able to heat and shape metal with their bare hands, and those that dedicate themselves to metalcraft count themselves among the finest smiths in the multiverse.

Sand Ray

Sand Ray

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Sand Worm

Sand Worm

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Sandling

Sandling

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Sapphire Dragon

Sapphire Dragon

From secret places deep in the earth, the minds of the sapphire dragons wander through space and time seeking answers. Their psionic powers allow them to see the future, albeit hazily, and their prescient warnings have prevented countless disasters. Of all gem dragons, sapphire dragons spend the least time attending to their physical bodies, their far-reaching minds achieving more than fangs or talons ever could. They hide their physical forms well, but if uncovered they are far from defenseless. A sapphire dragon does
not breathe mere elements; instead, it projects psychic waveforms that reduce mortal minds to ash.

Esoteric Orchestrators. As sapphire dragons grow older, their capacity for precognition increases. The eldest can see centuries into the future. And while their intentions are not always pure, they often aim to prevent the worst disasters. A sapphire dragon’s demands can be downright bizarre. They might order their minions to steal an emperor’s tea kettle, ensure two seemingly random people fall in love, or assassinate a pet goldfish. Most agents are confident in their master’s premonitions, but it is often impossible to prove or disprove their value.

Digging for Answers. The fortune-telling abilities of sapphire dragons are legendary, leading enterprising rulers to seek them out as sages, or even to take them captive to serve as private prognosticators. A sapphire dragon’s predictions must be evaluated carefully, however. The wisdom they impart might be the answers their masters seek, or simply a cunning misdirection created by the dragon to further its own ends.

Satyr

Satyr

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Scarecrow

Scarecrow

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Scorpion

Scorpion

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Scout

Scout

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Scrag

Scrag

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Sea Hag

Sea Hag

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Seahorse

Seahorse

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Shadow

Shadow

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Shadow Dragon

Shadow Dragon

Shadow dragons inhabit places connected to shadowy realms, nations beset by constant war, and lands befouled by pollution and decay. They are neither conquerors nor despoilers. Rather, they are symptoms, signs that the soul of their land has succumbed to blight.

Life of Death. Shadow dragons begin as other essence dragons, but when their land is stricken with evil, they become insubstantial versions of their former selves. The shadow dragons of war-torn lands often bear countless open wounds; pollution and plague marks a dragon with gangrenous flesh and weeping sores; and dragons whose lands have become cursed appear gaunt and often fall into madness. Over time, a shadow dragon loses all traces of its former nature.

Shrieker

Shrieker

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Silver Dragon

Silver Dragon

Silver dragons are graceful, majestic dragons that adopt humanoid forms to mentor good-hearted humanoids. They see potential for greatness everywhere, but demand nothing less than perfection from themselves and their students.

Tutors to Smallfolk. Once they grow to full adulthood, silver dragons often take humanoid form to sere as teachers to particularly gifted students. Being so long-lived gives the dragons time to become experts in a variety of fields, and they may pass on their knowledge of art, swordplay, various crafts, or spellcasting to their students. Once a silver dragon selects a protege, it will not rest until its lessons are complete. If the student’s conviction wavers, the dragon may take on drastic measures to keep its pupil on track — often to the student’s chagrin. 

Hoarders of Art and History. Silver dragons decorate their lairs with objects that remind them of their favorite students: a perfectly crafted blade, a masterwork painting, or even a collection of top-quality alchemical supplies. In addition to such keepsakes, a silver dragon might collect items of historical significance, such as the mast of a warship used in a pivotal battle, a renowned queen’s wedding dress, or a battlement from a castle demolished centuries ago.

Social Butterflies. Silver dragons can’t stand extended isolation and will travel immense distances to visit others of their kind. Without such interactions, a silver dragon may take humanoid form and befriend humanoids passing through its domain. Travellers who aren’t sufficiently receptive to this talkative stranger may find themselves face-to-face with a wrathful dragon.

Siren

Siren

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Skeleton

Skeleton

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Skeleton Template

Skeleton Template

Any beast, giant, humanoid, or monstrosity that has bones can be animated as a skeleton. A skeletal creature retains all its statistics except as noted below.


Type. The skeleton’s type is undead. It does not require air, sustenance, or sleep.

Ability Scores. The skeleton’s mental ability scores are reduced to the following scores (unless they are already lower): Int 6 (–2), Wis 8 (–1), Cha 5 (–3).

Skills. The skeleton loses all skills.

Vulnerability. The skeleton gains vulnerability to bludgeoning damage.

Immunities. The skeleton gains immunity to poison damage and to fatigue and the poisoned condition.

Senses. The skeleton gains darkvision out to a distance of 60 feet.

Languages. The skeleton understands the languages it knew in life but can’t speak. It can’t take any action that requires speech or vocalization.

Traits. The skeleton loses all traits.

Magical Abilities. The skeleton loses all spellcasting abilities and any actions that create magical effects.

Skeletons

Skeletons

Skeletons are fleshless corpses imbued by necromantic energies with a mockery of life. Most often, spellcasters create skeletons to act as guards and servants, but it’s not unheard of for skeletons to arise from cursed grounds where the living are outnumbered by the unburied dead.

Following Orders. Skeletons follow their creators’ instructions to the best of their limited ability. They understand language and can follow detailed instructions, but their ability to think independently is limited. If ordered to cross a dangerous river, a skeleton may take a detour to use a bridge. In the absence of a bridge, however, it will risk a dangerous swim rather than build a raft or search for a safe place to cross.

Shreds of Memory. If left to its own devices, a skeleton without orders may mimic habitual activities from its previous life. A skeleton will abandon such pursuits to attack living creatures, unless it has been specifically ordered otherwise.

Undead Nature. A skeleton doesn’t require air, sustenance, or sleep.

Snowman

Snowman

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Solar

Solar

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Soldier

Soldier

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Specter

Specter

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Sphinx

Sphinx

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Spider

Spider

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Sprite

Sprite

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Spy

Spy

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Spymaster

Spymaster

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Squad Template

Squad Template

You can treat a group of 5 to 10 identical NPCs or other monsters as a single creature by applying the Squad template to the base creature’s stat block. This allows high-level characters to battle large numbers of enemies without bogging down the game in dozens of die rolls each turn.

The squad template is best used on intelligent, organized creatures with a Challenge Rating 3 or lower that are size Small or larger. Creatures with short, simple stat blocks make the best squads. Depending on the nature and organization of the creatures, the squad may be called a unit, squad, or horde of creatures.

A squad retains all the statistics of one of its members except as noted below.


Size. The squad’s Size increases by two categories. If the base creature is Small, the squad’s Size instead increases to Large.

Type. The squad’s new type is “group of [the original creature’s size and type].”

Challenge Rating. You can recalculate the squad’s CR using the information in Appendix C: Designing Monsters, or you can use the following shortcut: new CR = (old CR x 4) + 2, rounded up. An altered Challenge Rating may cause the squad’s Proficiency Bonus to change as well.

HP. The squad’s hit points, bloodied hit points, and number of hit dice are multiplied by 5.


The squad gains the following traits:

Area Vulnerability. The squad takes double damage from any effect that targets an area.

Squad Dispersal. When the squad is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied .

Squad. The squad is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The squad can move through any opening large enough for one base creature without squeezing.

Damage and Healing. Any action or trait that deals damage deals five times the usual damage, or half that if the squad is bloodied . Any action or trait that restores hit points restores five times the usual hit points, or half that if the squad is bloodied.

Stirge

Stirge

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Strider

Strider

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Tarrasque

Tarrasque

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Templates

Templates

This book includes several templates which can be applied to a wide variety of monsters. For instance, the skeleton template can be applied to any beast, humanoid, giant, or monstrosity, allowing you to create skeleton bears, berserkers, and bulettes, among other horrors.

Elite Template

Elite monsters are more powerful versions of regular monsters. Any creature can have an elite version, which usually refers to champions or leaders An elite creature retains all its stats except as noted below.

Hit points. The elite creature has double its normal hit point total.

Attacks. The elite creature does 50% more damage than the normal version, double damage once it is bloodied, or has a special attack it can use while bloodied.

Elite recovery. An elite creature has has a trait (which takes effect at the start or end of the creature's turn) or bonus action to end a condition or negative effect it is suffering such as:

The creature ends one negative effect currently affecting it as a bonus action. It can use this bonus action as long as it has at least 1 hit point, even while  unconscious  or incapacitated.

At the end of each of its turns, the creature can end one condition or effect on itself. It can do this even when unconscious or incapacitated.

XP. An elite creature is worth double the XP reward.

Thug

Thug

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Tiger

Tiger

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Titans

Titans

Titans are towering demigods with divine blood coursing through their veins. Whereas titanic creatures like the kraken and tarrasque were employed as weapons by the gods, true titans are the scions of the gods: semi-divine figures often disavowed for the parts they played in ancient tragedies.

Relics of the Past. Mortal history does not record what happened in the days when titans walked the earth, but clues can be found in ancient myths. In some stories, titans ruled the Material Plane with the gods’ favor. In others, the titans’ feuds and betrayals embroiled the gods in catastrophic wars that threatened the divine order. In any case, titans have all but vanished from the mortal world. A few still govern astral fiefdoms on behalf of their divine parents. Others are imprisoned in the mythical palaces they once ruled, now sunk beneath the sea or swallowed by immense dungeon complexes.

Dangerous Prisoners. Sometimes ancient prisons are breached by earthquakes or the reckless interference of adventurers, and a titan awakens and walks the earth again. Many titans have no ambition beyond destruction. Others wish to take up their crowns and rule, sweeping aside the works of mortals and ushering in a new age of titans.

Immortal Nature. A titan doesn’t require air, sustenance, or sleep.

Treant

Treant

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Troll

Troll

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Unicorn

Unicorn

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Ur-Otyugh

Ur-Otyugh

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Vampire

Vampire

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Vampires

Vampires

Intelligent nocturnal undead driven by their thirst for blood, vampires are obsessed with and pained by the memories of their sunlit mortal days. Most vampires are burned by sunlight, though others have different weaknesses.

Twisted Hunters. It’s said that the first vampires were nobles cursed for their cruelty to their subjects, and indeed vampirism is often an affliction of the upper class. Vampires’ former dalliances and elegant pastimes become twisted obsessions tainted by their constant hunger for blood. A vampire may stalk the empty halls of the castle it once ruled, or hunt the mortal it once loved, seeking shreds of the emotions it once felt. A very few vampires resist their urge to prey on mortals and become stern protectors of the world that fears them.

Blood Bonds. True vampires are intensely aware of the blood bond that links them with the vampire that created them, an undead lineage that may stretch back centuries.

Resting Place. Every vampire’s lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless , hallow , or similar spell, the vampire is destroyed when reduced to 0 hit points.

Veteran

Veteran

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Vrock

Vrock

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Vulture

Vulture

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Warhorse

Warhorse

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Warrior

Warrior

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Weasel

Weasel

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Werebear

Werebear

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Wereboar

Wereboar

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Wererat

Wererat

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Weretiger

Weretiger

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Werewolf

Werewolf

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White Dragon

White Dragon

Although the smallest of chromatic dragons, white dragons are also the most vicious. They find the presence of other creatures loathsome and slay those who enter their frozen domain.

Frozen Solitude. White dragons gravitate toward the cold, deserted lands at the edges of the world. They enjoy the solitude and purity of their icy homes. Most white dragons consider any intrusion into their territory an affront. Quick to anger and careless of its own wounds, a white dragon’s fury can drive off even larger dragons.

While white dragons prefer to be alone, they occasionally tolerate servants who remain quiet and stay out of sight. The dour frost giants and cowed kobolds that serve a white dragon know better than to call attention to themselves, especially when their master is hungry.

Icy Fastness. A white dragon’s territory slowly transforms into a frozen wasteland and eventually becomes the eye of a permanent winter storm. The largest white dragons have ambitions to extend their realms further, freezing the entire world.

Wight

Wight

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Witch

Witch

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Wolf

Wolf

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Worg

Worg

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Wraith

Wraith

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Wraiths

Wraiths

A wraith is an incorporeal spirit of pure hatred and malice. Its very existence destroys life around it. It leaves a trail of desiccated plants in its wake, and fleeing wildlife precedes its passage.

Vile Transformation. A wraith is formed when a humanoid with an evil alignment dies. The humanoid’s spirit, dedicated to cosmic evil and warped by depravity, becomes so suffused with negative energy that it is transformed at the moment of death into a font of cold, nullifying force. It turns its back on its former ambitions, dedicating itself to a new goal: the destruction of all life.

Sire of Specters. A wraith can create a specter from the spirit of a humanoid creature that has recently died by violence. This specter obeys the commands of the wraith that created it. A wraith left unchecked can create an army of undead that can devastate a countryside, leaving behind nothing but dead land and rotting corpses.

Undead Nature. A wraith doesn’t require air, food, drink, or sleep.

Wyvern

Wyvern

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Xorn

Xorn

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Yeti

Yeti

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Zombie

Zombie

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Zombie Template

Zombie Template

Any beast, dragon, giant, humanoid, or monstrosity can be raised as a zombie . A zombified creature retains all its stats except as noted below.


Type. The zombie’s type is undead. It does not require air, sustenance, or sleep.

Ability Scores. The zombie’s ability scores are reduced to the following, unless they’re already lower: Dex 6 (–2), Int 3 (–4), Wis 8 (–1), Cha 4 (–3).

Saving Throws. The zombie loses all saving throw proficiencies.

Speed. Any speed the creature has is reduced by 10, or to 30, whichever is lower.

Skills. The zombie loses all skill proficiencies.

Immunities. The zombie gains immunity to poison damage, fatigue, and the poisoned condition.

Senses. The zombie gains darkvision out to a distance of 60 feet.

Languages. The zombie understands the languages it knew in life but can’t speak or take any action requiring vocalization.

Traits. The zombie loses all traits, but gains Undead Fortitude.

Actions and Abilities. The zombie loses all spellcasting abilities and any actions that create magical effects.

Actions. The zombie can gain the grab and bite attacks of the zombie if the base creature has the capability to grab and bite. If the creature has Multiattack, it can replace weapon attacks in its multiattack with a grab or bite. Both attacks use Strength for attack and damage rolls. The grab deals 1d6 bludgeoning damage plus 1d6 for each size category above Medium. The bite deals 1d10 piercing damage plus 1d10 for each size category above Medium. The escape DC for the zombie’s grab is equal to its maneuver DC. It loses any ranged attacks that require the use of a weapon more complex than a  rock. It also loses any legendary actions and bonus actions.

Zombies

Zombies

Zombies are animated corpses stripped of any spirit or intelligence they bore in life. Most often, zombies are created by necromancers or other evil spellcasters, although it’s not unheard of for zombies to arise spontaneously in areas marked by profound evil or unholy energy.

Death In Action. Zombies bear whatever wounds or decay they suffered before their animation. Although the necromantic energies involved in animating a zombie greatly slow further decay, all zombies eventually molder away.

Unlive To Serve. Zombies can be given basic orders by their creators. “Guard this door,” “attack that creature,” and “defend me” are common commands. A zombie attempts to execute its orders in the most straightforward way possible, heedlessly exposing itself to danger. Without orders, a zombie either attacks nearby creatures or remains entirely motionless.

Undead Nature. A zombie doesn’t require air, sustenance, or sleep.