Ankheg
Large Beast
Armor Class 15
Hit Points 39 (6d10 + 6)
Speed 30 ft., burrow 20 ft.
Senses darkvision 60 ft., tremorsense 30 ft.
Str 15 (+2) |
Dex 11 (+0) |
Con 13 (+1) |
Int 1 |
Wis 13 (+1) |
Cha 6 |
Alignment unaligned |
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Languages — |
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TRAITS
Soft Underbelly: While the ankheg is prone, it takes a
Tunneler: When the ankheg burrows, it leaves behind a 5-
ACTIONS
Melee
Acid Spray (Recharge 6): If it has no creature grappled, the ankheg can breathe acid in a
Half damage.
ENCOUNTER BUILDING
Level 4 XP 190
Ape, Carnivorous
Large Beast |
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Armor Class 12 |
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Hit Points 37 (5d10 + 10) |
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Speed 30 ft., climb 30 ft. |
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Senses |
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Str 16 (+3) |
Dex 14 (+2) |
Con 14 (+2) |
Int 5 |
Wis 12 (+1) |
Cha 7 |
Alignment unaligned
Languages —
ACTIONS
Multiattack: The ape makes two slam attacks.
Melee
Ranged
ENCOUNTER BUILDING
Level 4 XP 170
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Ape, Giant Carnivorous
Huge Beast |
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Armor Class 13 |
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Hit Points 95 (10d12 + 30) |
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Speed 40 ft., climb 40 ft. |
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Senses |
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Str 22 (+6) |
Dex 14 (+2) |
Con 16 (+3) |
Int 6 |
Wis 12 (+1) |
Cha 8 |
Alignment unaligned
Languages —
ACTIONS
Multiattack: The ape makes two slam attacks.
Melee
Ranged
ENCOUNTER BUILDING
Level 7 XP 1,180
Aranea
Medium Monstrosity (Shapechanger)
Armor Class 12
Hit Points 32 (5d8 + 10) |
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Speed 30 ft., climb 30 ft. |
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Senses |
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Str 11 (+0) |
Dex 15 (+2) |
Con 14 (+2) |
Int 14 (+2) |
Wis 10 (+0) |
Cha 13 (+1) |
Alignment neutral evil
Languages Common
TRAITS
Spider Climb: The aranea can climb on smooth walls and upside down on horizontal surfaces. It ignores movement restrictions due to webbing, including that from a web spell.
ACTIONS
Melee
Ranged
ENCOUNTER BUILDING
Level 4 XP 160
Customization Options
Some araneas have one or both of these action options.
Change Shape: Some araneas can polymorph into a Medium
The aranea reverts to its natural form when killed.
Spellcasting: The aranea casts one of the following spells: at
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Basilisk
Medium Beast |
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Armor Class 10 |
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Hit Points 28 (5d8 + 5) |
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Speed 20 ft. |
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Senses darkvision 60 ft. |
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Str 13 (+1) |
Dex 8 |
Con 12 (+1) |
Int 2 |
Wis 14 (+2) |
Cha 12 (+1) |
Alignment unaligned
Languages —
TRAITS
Petrifying Gaze: A creature that starts its turn within 30 feet of the basilisk and can see the basilisk must either avert its eyes or make a DC 11 Constitution saving throw against petrification (if the target is surprised, it cannot avert its eyes). A target that averts its eyes has disadvantage on attack rolls until the start of its next turn. Failed Save: The target is restrained. The target can use its action to make a DC 11 Constitution check. If the check fails or is not made, the target turns to stone permanently.
A basilisk can be affected by its own gaze if it sees its own eyes reflected on a polished surface that’s within 30 feet of it and in an area of bright light.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 3 XP 120
Beetle, Fire
Small Beast |
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Armor Class 13 |
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Hit Points 3 (1d6) |
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Speed 30 ft. |
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Str 10 (+0) |
Dex 10 (+0) |
Con 11 (+0) |
Int 3 |
Wis 8 |
Cha 7 |
Alignment unaligned
Languages —
TRAITS
Glowing Glands: The fire beetle has two glands (one above each eye) that cast bright light in a
ACTIONS
Melee
ENCOUNTER BUILDING
Level 1 XP 10
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Do not distribute.
Behir
Huge Monstrosity
Armor Class 15
Hit Points 114 (12d12 + 36); see Traits below
Speed 50 ft., climb 30 ft. |
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Senses darkvision 90 ft. |
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Str 20 (+5) |
Dex 13 (+1) |
Con 17 (+3) |
Int 6 |
Wis 14 (+2) |
Cha 12 (+1) |
Alignment neutral evil
Languages Draconic
TRAITS
Immunity: The behir is immune to lightning.
ACTIONS
Multiattack: The behir makes one bite attack and one constrict attack, or if the behir has a creature grappled, it can make six claw attacks against that creature.
Melee
Hit: 12 (2d6 + 5) piercing damage.
Melee
Hit: 8 (1d6 + 5) slashing damage.
Melee
Lightning Breath (Recharge
Swallow Whole: While grappling a Medium or smaller creature, the behir can make a bite attack against the creature, and if the behir hits, it also swallows the creature. A behir can swallow one creature at a time.
A swallowed creature takes 20 (3d6 + 10) acid damage at the start of each of the behir’s turns until it escapes. A swallowed creature is blinded and restrained, but it can use its action to cut its way free by dealing 15 piercing or slashing damage to the gizzard (AC 12). A creature that frees itself falls prone in an unoccupied space within 5 feet of the behir.
ENCOUNTER BUILDING
Level 7 |
XP 1,880 |
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Beholder
Large Aberration |
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Armor Class 15 |
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Hit Points 123 (13d10 + 52) |
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Speed 0 ft., fly 20 ft. |
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Senses darkvision 150 ft. |
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Str 10 (+0) |
Dex 14 (+2) |
Con 18 (+4) |
Int 17 (+3) |
Wis 15 (+2) |
Cha 17 (+3) |
Alignment lawful evil
Languages Common, Undercommon
TRAITS
Antimagic Cone: The beholder’s central eye emits an antimagic field (as the spell) in a
Hover: The beholder cannot be knocked prone. It continues to hover even when stunned or knocked unconscious.
Keen Senses: The beholder gains a +5 bonus to all checks to detect hidden creatures.
Vigilant: The beholder is never surprised.
ACTIONS
Melee
Eye Rays: The beholder uses 1d4 + 1 eye rays. Each has a range of 150 feet and targets a single creature. The beholder can choose which specific eye rays to use, or it can roll randomly on the table below.
d10 Eye Ray
3 Fear: The target must make a DC 14 Wisdom saving throw. Failed Save: The target is frightened until the end of its next turn. While frightened, it must use its movement to move away from the beholder.
4 Slow: The target must make a DC 14 Dexterity saving throw. Failed Save: The target’s speed is reduced by 15, all attacks made against the target have advantage, and the target can take only a single
action or a single move on each of its turns for 1 minute. The speed reduction is cumulative with other effects that reduce the target’s speed.
5 Inflict Wounds: The target must make a DC 14 Constitution saving throw. Failed Save: 36 (8d8) necrotic damage. Successful Save: Half damage.
6 Telekinesis: The target must make a DC 14 Constitution saving throw. Failed Save: The beholder moves the target up to 30 feet in any direction.
7 Sleep: The target must make a DC 14 Wisdom saving throw. Failed Save: The target falls unconscious for 1 minute or until it takes damage or until someone uses an action to shake or slap the target awake.
8 Petrification: The target must make a DC 14 Constitution saving throw. Failed Save: The target is permanently turned to stone.
9 Disintegration: The target must make a DC 14 Constitution saving throw. Failed Save: If the target has 60 hit points or fewer, it is disintegrated. Successful Save: 35 (10d6) force damage. If this damage reduces the target to 0 hit points or fewer, the target is disintegrated. A disintegrated creature and all its possessions are reduced to a small pile of fine gray dust.
10Death: If the creature has 40 hit points or fewer, it dies. Otherwise, the target must make a DC 14 Constitution saving throw. Failed Save: 45 (10d8) necrotic damage. Successful Save: Half damage.
ENCOUNTER BUILDING
Level 12 |
XP 6,330 |
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Bugbear
Medium Humanoid (Goblinoid) |
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Armor Class 15 (leather, shield) |
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Hit Points 18 (4d8) |
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Speed 30 ft. |
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Senses darkvision 60 ft. |
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Str 15 (+2) |
Dex 14 (+2) |
Con 10 (+0) |
Int 8 |
Wis 11 (+0) |
Cha 9 |
Alignment neutral evil
Languages Common, Goblin
TRAITS
Stealthy +5: The bugbear gains a +5 bonus to all checks to avoid detection.
ACTIONS
Melee
Ranged
ENCOUNTER BUILDING
Level 2 XP 40
Bullywug
Medium Humanoid |
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Armor Class 14 (leather, shield) |
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Hit Points 11 ( |
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) |
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Speed 20 ft., |
swim 40 ft. |
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2d8 + 2 |
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Senses |
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Str 10 (+0) |
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Dex 12 (+1) |
Con 13 (+1) |
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Int 9 |
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Wis 11 (+0) |
Cha 7 |
Alignment chaotic evil
Languages Bullywug
TRAITS
Aquatic: The bullywug can breathe underwater, and being underwater imposes no penalty on its attack rolls or checks.
Stealthy +5: The bullywug gains a +5 bonus to all checks to avoid detection.
Leap: On land, as part of the bullywug’s movement, it can leap up to 20 feet horizontally and up to 10 feet vertically without a running start. If the bullywug leaps at least 10 feet, it gains a +3 bonus to damage rolls for attacks it makes on the same turn.
ACTIONS
Multiattack: The bullywug makes one bite attack and one spear attack.
Melee
Melee
ENCOUNTER BUILDING
Level 2 XP 40
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Carrion Crawler
Large Beast |
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Armor Class 12 |
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Hit Points 34 (4d10 + 12) |
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Speed 30 ft., climb 30 ft. |
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Senses darkvision 60 ft. |
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Str 14 (+2) |
Dex 15 (+2) |
Con 16 (+3) |
Int 1 |
Wis 12 (+1) |
Cha 6 |
Alignment unaligned
Languages —
ACTIONS
Multiattack: The carrion crawler makes one tentacles attack and one bite attack.
Melee
Melee
ENCOUNTER BUILDING
Level 3 XP 100
Centipede, Giant
Small Beast |
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Armor Class 12 |
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Hit Points 3 (1d6) |
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Speed 40 ft., climb 20 ft. |
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Senses darkvision 60 ft. |
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Str 7 |
Dex 14 (+2) |
Con 11 (+0) |
Int 3 |
Wis 8 |
Cha 6 |
Alignment unaligned
Languages —
TRAITS
Pack Tactics: The centipede gains a cumulative +1 bonus to attack rolls, to a maximum of +5, for each friendly creature that is within 5 feet of its target.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 1 XP 10
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Chimera
Large Monstrosity |
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Armor Class 14 |
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Hit Points 114 (12d10 + 48) |
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Speed 30 ft., fly 30 ft. |
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Senses |
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Str 18 (+4) |
Dex 11 (+0) |
Con 19 (+4) |
Int 3 |
Wis 14 (+2) |
Cha 10 (+0) |
Alignment chaotic evil
Languages understands Draconic
ACTIONS
Multiattack: The chimera makes a bite attack, a gore attack, and a rake attack.
Melee
Melee
Melee
Cockatrice
Small Beast |
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Armor Class 12 |
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Hit Points 22 (5d6 + 5) |
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Speed 20 ft., fly 40 ft. |
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Senses darkvision 60 ft. |
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Str 6 |
Dex 14 (+2) |
Con 12 (+1) |
Int 1 |
Wis 13 (+1) |
Cha 8 |
Alignment unaligned
Languages —
ACTIONS
Melee
ENCOUNTER BUILDING
Level 2 XP 40
Fire Breath (Recharge 6): The chimera breathes fire in a
ENCOUNTER BUILDING
Level 7 XP 1,550
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Crab, Giant
Medium Beast |
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Armor Class 13 |
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Hit Points 13 (3d8) |
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Speed 30 ft. |
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Str 13 (+1) |
Dex 15 (+2) |
Con 11 (+0) |
Int 1 |
Wis 12 (+1) |
Cha 4 |
Alignment unaligned
Languages —
TRAITS
Aquatic: The crab can breathe underwater, and being underwater imposes no penalty on its attack rolls or checks.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 2 XP 30
Cultist of Asmodeus
Medium Humanoid (Human) |
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Armor Class 12 |
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Hit Points 40 (9d8) |
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Speed 25 ft. |
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Str 10 (+0) |
Dex 14 (+2) |
Con 11 (+0) |
Int 13 (+1) |
Wis 10 (+0) |
Cha 14 (+2) |
Alignment lawful evil
Languages Common, Infernal
ACTIONS
Multiattack: The cultist makes two mace attacks or two hurl flame attacks.
Melee
Ranged
Frighten (1/day): The cultist chooses any number of creatures within 20 feet of it. Each target must make a DC 12 Wisdom saving throw. Failed Save: The target is frightened for 1 minute. As an action, the frightened target can make a DC 12 Wisdom check to end this effect.
Infernal Seduction (1/day): The cultist chooses a creature within 50 feet of it that can hear and understand it. The creature must make a DC 12 Wisdom saving throw. Failed Save: The target is charmed until the end of its next turn. During that turn, the cultist can verbally control how the target uses its action and movement, but cannot command the target to harm itself.
ENCOUNTER BUILDING
Level 5 XP 280
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Cyclops
Huge Giant |
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Armor Class 12 (hide) |
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Hit Points 138 (12d12 + 60) |
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Speed 30 ft. |
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Str 25 (+7) |
Dex 11 (+0) |
Con 20 (+5) |
Int 9 |
Wis 6 |
Cha 10 (+0) |
Alignment chaotic evil
Languages Common, Giant
TRAITS
Poor Eyesight: In bright or dim light, the cyclops takes a
ACTIONS
Multiattack: The cyclops makes two greatclub attacks.
Melee
Ranged
ENCOUNTER BUILDING
Level 9 XP 2,720
Customization Options
Some cyclopses have the following action option.
Evil Eye (Recharge 6): The cyclops chooses a creature within 50 feet of it that it can see. The target must make a DC 12 Charisma saving throw. Failed Save: The target is cursed for 1 day. While cursed, the target makes attack rolls, checks, and saving throws with disadvantage. A remove curse spell frees the target from the curse, as does killing the cyclops that cursed it.
Cyclopes with this option are level 10 and are worth 3,300 XP.
Dark Acolyte
Medium Humanoid (Human) |
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Armor Class 16 (ring mail, shield) |
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Hit Points 6 (1d8 + 2) |
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Speed 25 ft. |
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Str 12 (+1) |
Dex 11 (+0) |
Con 13 (+1) |
Int 10 (+0) |
Wis 15 (+2) |
Cha 10 (+0) |
Alignment chaotic evil
Languages Common
ACTIONS
Melee
Ranged
Spellcasting: The acolyte can cast the following spell once per day.
Cure Wounds: One living creature within 25 feet of the acolyte regains 8 (1d8 + 4) hit points. The acolyte can make a melee or a ranged attack as part of the same action.
ENCOUNTER BUILDING
Level 1 XP 20
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Dark Adept
Medium Humanoid (Human) |
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Armor Class 16 (ring mail, shield) |
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Hit Points 11 (2d8 + 2) |
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Speed 25 ft. |
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Str 12 (+1) |
Dex 11 (+0) |
Con 13 (+1) |
Int 10 (+0) |
Wis 15 (+2) |
Cha 10 (+0) |
Alignment chaotic evil
Languages Common
ACTIONS
Melee
Ranged
Spellcasting: The adept casts one of the following spells. It can cast each spell once per day.
Cure Wounds: One living creature within 25 feet of the adept regains 8 (1d8 + 4) hit points. The adept can make a melee or a ranged attack as part of the same action.
Inflict Wounds: One living creature within 25 feet of the adept must make a DC 12 Constitution saving throw.
Failed Save: 18 (4d8) necrotic damage. Successful Save:
Half damage. Special: If the adept targets an undead creature, the target instead regains 8 (1d8 + 4) hit points.
ENCOUNTER BUILDING
Level 2 XP 60
Dark Priest
Medium Humanoid (Human) |
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Armor Class 17 (banded) |
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Hit Points 22 (4d8 + 4) |
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Speed 25 ft. |
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Str 12 (+1) |
Dex 11 (+0) |
Con 13 (+1) |
Int 10 (+0) |
Wis 16 (+3) |
Cha 12 (+1) |
Alignment chaotic evil
Languages Common
ACTIONS
Melee
Ranged
Spellcasting: The priest casts one of the following spells. It can cast each spell once per day.
Bless: The priest chooses any number of creatures in a
Inflict Wounds: One living creature within 25 feet of the priest must make a DC 13 Constitution saving throw.
Failed Save: 18 (4d8) necrotic damage. Successful Save:
Half damage. Special: If the priest targets an undead creature, the target instead regains 8 (1d8 + 4) hit points.
Heightened Inflict Wounds: One living creature within 25 feet of the priest must make a DC 13 Constitution saving throw. Failed Save: 22 (5d8) necrotic damage. Successful Save: Half damage. Special: If the priest targets an undead creature, the target instead regains 8 (1d8 + 4) hit points.
Silence: The priest chooses a point it can see within 100 feet of it. For 10 minutes, no sound can be created within a
ENCOUNTER BUILDING
Level 4 XP 150
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Death Knight
Medium Undead
Armor Class 18 (plate mail)
Hit Points 85 (9d8 + 45); see Traits below
Speed 30 ft. |
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Senses darkvision 60 ft. |
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Str 20 (+5) |
Dex 11 (+0) |
Con 20 (+5) |
Int 12 (+1) |
Wis 16 (+3) |
Cha 18 (+4) |
Alignment chaotic evil
Languages Common
TRAITS
Dread Commander: The death knight and undead creatures under the death knight’s command treat their hit points as doubled for the purpose of resisting turn undead effects.
Fear Aura: Any living creature hostile to the death knight that starts its turn within 5 feet of it must make a DC 15 Wisdom saving throw. Failed Save: The target is frightened for 1 minute. Successful Save: The target is immune to the death knight's Fear Aura trait for the next 24 hours. This immunity also applies once the effect ends.
Immunities: The death knight is immune to disease, necrotic, and poison. It cannot be put to sleep and does not need to sleep, eat, or breathe.
Magic Resistance: The death knight has advantage on saving throws against magical effects.
ACTIONS
Multiattack: The death knight makes three long sword attacks.
Melee
Eldritch Fire (Recharge
Successful Save: Half damage.
The fire ignites unattended flammable objects and damages objects in the area.
REACTIONS
Parry: As a reaction to a melee attack that hits it, a death knight can roll 2d6 and subtract the result from the damage taken from the attack.
ENCOUNTER BUILDING
Level 11 XP 4,930
Customization Options
Some death knights have one or both of these action options.
Spells: The death knight casts one of the following spells: at
Nine Lives Stealer: The death knight wields a nine lives stealer long sword +2. Replace its long sword attack with the following attack.
Melee
Once the sword drains its ninth soul, the death knight loses attunement to the sword and creatures cannot become attuned to this weapon for one year and one day.
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Demon: Balor
Huge Fiend (Demon) Armor Class 16
Hit Points 207 (18d10 + 108); see Traits below Speed 40 ft., fly 90 ft.
Senses darkvision 100 ft., truesight 100 ft.
Str 26 (+8) |
Dex 20 (+5) |
Con 22 (+6) |
Int 20 (+5) |
Wis 16 (+3) |
Cha 22 (+6) |
Alignment chaotic evil |
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Languages Abyssal, Common |
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TRAITS
Death Throes: A balor explodes when killed. Each creature within 50 feet of the slain balor must make a DC 14 Dexterity saving throw. Failed Save: 35 (10d6) fire damage. Successful Save: Half damage.
The explosion destroys any weapons held by the balor, and ignites unattended flammable objects and damages objects in the area.
Flaming Body: A creature that starts its turn within 5 feet of the balor takes 21 (6d6) fire damage.
Immunities: The balor is immune to fire.
Resistances: The balor is resistant to cold and lightning, and to nonmagical weapons except those made of cold- forged iron.
Telepathy: The balor can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Multiattack: The balor makes two long sword attacks and one flaming whip attack.
Melee
Melee
Summon Demons (1/day): The balor can automatically summon 3d8 dretches, 1d4 hezrous, or 2d4 vrocks. Alternatively, it can attempt to summon another balor, a glabrezu, a marilith, or a nalfeshnee with a 50% chance of success. Summoned demons appear within 50 feet of the
balor, disappear if the balor is slain, and cannot summon demons of their own.
Teleport: The balor can teleport to any location it can see within 500 feet. Any objects the balor is carrying are transported with it.
ENCOUNTER BUILDING
Level 18 XP 30,670
Customization Options
Some balors have the following action option, and a balor with this option is Level 20 and worth 49,680 XP.
Vorpal Long Sword: The balor wields a vorpal long sword. Replace its long sword attack with the following attack.
Melee
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Demon: Glabrezu
Large Fiend (Demon) Armor Class 14
Hit Points 104 (11d10 + 44); see Traits below
Speed 30 ft. |
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Senses darkvision 100 ft. |
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Str 23 (+6) |
Dex 15 (+2) |
Con 19 (+4) |
Int 19 (+4) |
Wis 17 (+3) |
Cha 16 (+3) |
Alignment chaotic evil
Languages Abyssal, Common
TRAITS
Resistances: The glabrezu is resistant to cold, fire, and lightning, and to nonmagical weapons except those made of
Telepathy: The glabrezu can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Multiattack: The glabrezu makes two pincer attacks and casts one spell, or makes two pincer attacks and two slam attacks.
Melee
Melee
Spells: The glabrezu casts one of the following spells:
Summon Demons (1/day): A glabrezu can summon 1d3 vrocks, 1d2 hezrous, or another glabrezu with a 30% chance of success. Summoned demons appear within 50 feet of the glabrezu, disappear if the glabrezu is slain, and cannot summon demons of their own.
ENCOUNTER BUILDING
Level 13 |
XP 9,640 |
Chaos Hammer
The chaos hammer spell doesn’t appear in the “Spells” yet, so here is a concise version of it.
Chaos Hammer: Each creature in a
Successful Save: Half damage.
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Demon: Hezrou
Large Fiend (Demon)
Armor Class 14
Hit Points 85 (9d10 + 36); see Traits below
Speed 30 ft. |
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Senses darkvision 100 ft. |
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Str 19 (+4) |
Dex 17 (+3) |
Con 18 (+4) |
Int 5 |
Wis 12 (+1) |
Cha 13 (+1) |
Alignment chaotic evil
Languages Abyssal, Common
TRAITS
Hezrou Stench: A creature without this trait that starts its turn within 10 feet of the hezrou must make a DC 12 Constitution save. (A creature within 10 feet of multiple hezrous must make a separate saving throw for each hezrou’s stench.) Failed Save: The creature has disadvantage on attack rolls and checks until it is no longer within 10 feet of a creature with this trait. This is a poison effect. Successful Save: The creature is immune to this hezrou's stench for 24 hours.
Demons are immune to the hezrou’s stench.
Immunity: The hezrou is immune to poison.
Resistances: The hezrou is resistant to cold, fire, and lightning, and to nonmagical weapons except those made of
Telepathy: The hezrou can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Multiattack: The hezrou makes one bite attack and two claw attacks.
Melee
Melee
Summon Demons (1/day): The hezrou can attempt to summon 2d10 dretches or one hezrou with a 30% chance of success. Summoned demons appear within 50 feet of the hezrou, disappear if the hezrou is slain, and cannot summon demons of their own.
ENCOUNTER BUILDING
Level 10 XP 2,840
Demon: Mane
Small Fiend (Demon)
Armor Class 12
Hit Points 6 (1d10 + 1); see Traits below
Speed 20 ft. |
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Str 10 (+0) |
Dex 11 (+0) |
Con 13 (+1) |
Int 2 |
Wis 8 |
Cha 5 |
Alignment chaotic evil
Languages —
TRAITS
Eternal Torment: A mane reduced to 0 hit points or fewer dissipates into a cloud of stinking vapor. After 24 hours, the mane
Immunities: The mane cannot be charmed or frightened.
Resistances: The mane is resistant to cold, fire, and lightning.
ACTIONS
Multiattack: The mane makes one bite attack and one claws attack.
Melee
Melee
ENCOUNTER BUILDING
Level 1 XP 10
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Demon: Marilith
Large Fiend (Demon) Armor Class 16
Hit Points 142 (15d10 + 60); see Traits below
Speed 40 ft.
Senses darkvision 100 ft., truesight 100 ft.
Str 18 (+4) |
Dex 19 (+4) |
Con 18 (+4) |
Int 18 (+4) |
Wis 16 (+3) |
Cha 20 (+5) |
Alignment chaotic evil |
|
|
Languages Abyssal, Common |
|
TRAITS
Reactive: The marilith can take any number of reactions.
Resistances: The marilith is resistant to cold, fire, and lightning, and to nonmagical weapons except those made of
Telepathy: The marilith can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Multiattack: The marilith makes six long sword attacks and one constrict attack.
Melee
Melee
Summon Demons (1/day): The marilith can attempt to summon 2d10 dretches, 1d4 hezrous, or one nalfeshnee with a 50% chance of success, or one glabrezu or marilith with a 20% chance of success. Summoned demons appear within 50 feet of the marilith, disappear if the marilith is slain, and cannot summon demons of their own.
Teleport: The marilith can teleport to any location it can see within 500 feet. Any objects the marilith is carrying are transported with it.
REACTIONS
Parry: As a reaction to a melee attack that hits it, a marilith can roll 2d8 and subtract the result from the damage taken from the attack.
ENCOUNTER BUILDING
Level 15 |
XP 20,010 |
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Demon: Nalfeshnee
Large Fiend (Demon)
Armor Class 15
Hit Points 147 (14d10 + 70); see Traits below
Speed 20 ft., fly 30 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 24 (+7) |
Dex 10 (+0) |
Con 21 (+5) |
Int 19 (+4) |
Wis 12 (+1) |
Cha 15 (+2) |
Alignment chaotic evil
Languages Abyssal, Common
TRAITS
Resistances: The nalfeshnee is resistant to cold, fire, and lightning, and to nonmagical weapons except those made of
Telepathy: The nalfeshnee can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Multiattack: The nalfeshnee makes two claw attacks and one bite attack, and uses cause fear.
Melee
Hit: 11 (1d8 + 7) slashing damage.
Melee
Hit: 20 (3d8 + 7) piercing damage.
Cone of Terror: Each creature the nalfeshnee chooses in a
Summon Demons (1/day): The nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success. Summoned demons appear within 50 feet of the nalfeshnee, disappear if the nalfeshnee is slain, and cannot summon demons of their own.
Teleport: The nalfeshnee can teleport to any location it can see within 500 feet. Any objects the nalfeshnee is carrying are transported with it.
ENCOUNTER BUILDING
Level 13 |
XP 7,670 |
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Demon: Quasit
Tiny Fiend (Demon, Shapechanger)
Armor Class 13
Hit Points 7 (3d4); see Traits below |
|
|
Speed 20 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 5 |
Dex 17 (+3) |
Con 10 (+0) |
Int 10 (+0) |
Wis 10 (+0) |
Cha 7 |
Alignment chaotic evil
Languages Abyssal, Common
TRAITS
Magic Resistance: The quasit has advantage on saving throws against magical effects.
Resistances: The quasit is resistant to cold, fire, and lightning, and to nonmagical weapons except those made of
ACTIONS
Melee
Cause Fear (1/day): The quasit chooses any number of creatures within 20 feet of it. Each target must make a DC 10 Wisdom saving throw. Failed Save: The target is frightened for 1 minute. While frightened, the target must use its movement to move away from the quasit. As an action, the frightened target can make a DC 8 Wisdom check to end this effect.
Change Shape: The quasit polymorphs into a Medium wolf or a Tiny bat, centipede, or toad and can remain in this form indefinitely. The quasit gains a fly speed of 40 feet in bat form; otherwise, its statistics do not change (except for its size). The quasit reverts to its natural form when killed.
Invisibility: The quasit turns invisible until it attacks, casts a spell, or ends the effect. It can end the effect at any time without using an action.
ENCOUNTER BUILDING
Level 2 XP 60
Customization Options
Some quasits have the following trait.
Familiar: The quasit can choose to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit’s Magic Resistance trait. At any time, the quasit can choose to no longer serve its master as a familiar, ending the telepathic bond.
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Demon: Succubus
Medium Fiend (Demon, Shapechanger)
Armor Class 13
Hit Points 44 (8d8 + 8); see Traits below
Speed 30 ft., fly 50 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 8 |
Dex 17 (+3) |
Con 13 (+1) |
Int 18 (+4) |
Wis 12 (+1) |
Cha 18 (+4) |
Alignment chaotic evil
Languages Abyssal, Common
TRAITS
Resistances: The succubus is resistant to cold, fire, and lightning, and to nonmagical weapons except those made of
Telepathy: The succubus can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Melee
Melee
A creature whose hit point maximum is reduced to 0 by this attack dies.
A remove curse spell restores the target’s hit point maximum to its full amount.
Change Shape: The succubus polymorphs into a Small or Medium humanoid, and can remain in this form indefinitely. The succubus’s statistics do not change when assuming a new shape (except for its size). The succubus reverts to its natural form when killed.
Domination: The succubus chooses one living humanoid it can see within 50 feet of it. The target must make a DC 14 Wisdom saving throw. If its hit point maximum is less than 50, it fails the saving throw automatically. Failed Save: The target is charmed for 1 day or until the succubus is killed.
While charmed, the target must also obey the succubus’s commands. The succubus can have only one creature charmed at a time. If the charmed creature takes any damage, it can make a DC 14 Wisdom saving throw to end the effect.
A creature charmed by this effect remembers being charmed. A creature that succeeds on its saving throw against this effect is immune to this succubus’s domination effect for 24 hours.
Summon Demons (1/day): A succubus can attempt to summon 1d6 vrocks or one balor with a 30% chance of success. Summoned demons appear within 50 feet of the succubus, disappear if the succubus is slain, and cannot summon demons of their own.
ENCOUNTER BUILDING
Level 8 XP 2,140
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Demon: Vrock
Large Fiend (Demon)
Armor Class 13
Hit Points 68 (8d10 + 24); see Traits below
Speed 40 ft., fly 60 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 17 (+3) |
Dex 15 (+2) |
Con 16 (+3) |
Int 8 |
Wis 13 (+1) |
Cha 8 |
Alignment chaotic evil
Languages Abyssal, Common
TRAITS
Resistances: The vrock is resistant to cold, fire, and lightning, and to nonmagical weapons except those made of
Telepathy: The vrock can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Multiattack: The vrock makes one talons attack and one beak attack.
Melee
Melee
Spores (Recharge 6): The vrock releases poisonous spores in a
Stunning Screech (1/day): The vrock emits a horrific screech. Each
Summon Demons (1/day): The vrock can attempt to summon 2d10 dretches or one vrock with a 30% chance of success.
ENCOUNTER BUILDING
Level 10 XP 3,300
Customization Options
Some vrocks have the following action option.
Dance of Ruin: To use this ability, a group of at least three vrocks must join talons in a circle, combining their actions and moves to dance and chant wildly. If at any time fewer than three vrocks participating in the dance can take actions or move, the effect ends. After each vrock in the circle spends three actions dancing, a wave of crackling necrotic energy flashes outward. Each
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Devil: Asmodeus
Large Fiend (Devil) Armor Class 17
Hit Points 250 (20d10 + 140); see Traits below
Speed 30 ft., fly 60 ft. |
|
|
Senses darkvision 200 ft. |
|
|
Str 25 (+7) |
Dex 21 (+5) |
Con 25 (+7) |
Int 26 (+8) |
Wis 23 (+6) |
Cha 30 (+10) |
Alignment lawful evil
Languages Common, Infernal
TRAITS
Authority of Nessus: Any creature hostile to Asmodeus that starts its turn within line of sight of him must either avert its eyes or make a DC 16 Wisdom saving throw (if the target is surprised, it cannot avert its eyes). A target that averts its eyes attacks Asmodeus with disadvantage until the end of its turn. Failed Save: The target is frightened for 1 minute. While frightened, the creature has disadvantage on Strength checks and Strength saving throws, moves at half speed, and deals minimum damage on
Immunities: Asmodeus is immune to fire and poison.
Magic Resistance: Asmodeus has advantage on saving throws against magical effects.
Resistances: Asmodeus is resistant to cold and damage from all weapons except those made of silver.
Telepathy: Asmodeus can communicate telepathically with any creature within 1,000 feet of him that can understand a language.
ACTIONS
Multiattack: Asmodeus makes two rod attacks and can also use superior cone of cold, superior flame strike, infernal domination, or summon devil.
Melee
Infernal Domination: Asmodeus chooses one living humanoid he can see and that is within 10 feet. The target makes a DC 17 Wisdom saving throw. Failed Save: The target is charmed for 1 day or until Asmodeus or one of its allies harms it. While the target is charmed, Asmodeus can decide the target’s action and how it moves. On the target’s next turn, it does as Asmodeus commands. A creature charmed by Asmodeus in this way receives the
commands even if Asmodeus cannot see it. The creature cannot take reactions.
Asmodeus can have up to seven creatures charmed at a time. If a charmed creature takes any damage, it can make a DC 16 Wisdom saving throw to end the effect.
A target remembers being charmed by this effect. A creature that succeeds on its saving throw against this effect is immune to Asmodeus’s infernal domination for 24 hours.
Spellcasting: Asmodeus casts one of the following spells: at
Summon Devil (Recharge
ENCOUNTER BUILDING
Level 20 |
XP 70,090 |
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Devil, Barbed (Hamatula)
Medium Fiend (Devil)
Armor Class 14
Hit Points 67 (9d8 + 27); see Traits below
Speed 30 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 15 (+2) |
Dex 17 (+3) |
Con 16 (+3) |
Int 12 (+1) |
Wis 14 (+2) |
Cha 14 (+2) |
Alignment lawful evil
Languages Common, Infernal
TRAITS
Immunities: The barbed devil is immune to fire and poison.
Resistances: The barbed devil is resistant to cold and to nonmagical weapons except those made of silver.
Telepathy: The barbed devil can communicate telepathically with any creature within 100 feet of it that can understand a language.
Vigilant: The barbed devil is never surprised.
ACTIONS
Multiattack: The barbed devil makes two claw attacks and one barbed tail attack.
Melee
Melee
Produce Flame: A flame appears in the barbed devil's claw. As part of this action, the devil can hurl the flame at a creature or object within 50 feet of it, dealing 15 fire damage to the target (no attack roll required), or it can apply this damage to its next claw attack, whether the attack hits or misses.
The fire ignites any unattended flammable object it damages.
Summon Devil (1/day): The barbed devil can attempt to summon another barbed devil with a 30% chance of success. The summoned devil appears within 50 feet of
the barbed devil, disappears if the barbed devil is slain, and cannot summon devils of its own.
ENCOUNTER BUILDING
Level 9 XP 2,400
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Devil, Bone (Osyluth)
Large Fiend (Devil)
Armor Class 14
Hit Points 95 (10d10 + 40); see Traits below
Speed 40 ft., fly 40 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 18 (+4) |
Dex 16 (+3) |
Con 18 (+4) |
Int 13 (+1) |
Wis 14 (+2) |
Cha 16 (+3) |
Alignment lawful evil
Languages Common, Infernal
TRAITS
Fear Aura: Any creature hostile to the devil that starts its turn within 5 feet of it must make a DC 12 Charisma saving throw. Failed Save: The creature is frightened for 1 minute. Successful Save: The creature is immune to this bone devil’s fear aura for 24 hours.
Immunities: The bone devil is immune to fire and poison.
Resistances: The bone devil is resistant to cold and to nonmagical weapons except those made of silver.
Telepathy: The devil can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Multiattack: The devil makes two claw attacks. If it hits with both attacks, a Large or smaller target is grappled. The devil can grapple only one creature at a time.
Melee
Melee
Summon Devils (1/day): The bone devil can attempt to summon two bone devils or one ice devil with a 40% chance of success. Summoned devils appear within 50 feet of the bone devil, disappear if the bone devil is slain, and cannot summon devils of their own.
REACTIONS
Sting: When a creature grappled by the devil starts its turn, the devil makes the following attack against the creature.
Melee
ENCOUNTER BUILDING
Level 10 |
XP 3,520 |
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Devil, Horned (Malebranche)
Large Fiend (Devil) Armor Class 14
Hit Points 115 (11d10 + 55); see Traits below
Speed 20 ft., fly 50 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 22 (+6) |
Dex 17 (+3) |
Con 21 (+5) |
Int 15 (+2) |
Wis 16 (+3) |
Cha 17 (+3) |
Alignment lawful evil
Languages Common, Infernal
TRAITS
Ranged
Summon Devil (1/day): The horned devil can attempt to summon another horned devil with a 50% chance of success. The summoned devil appears within 50 feet of this horned devil, disappears if this horned devil is slain, and cannot summon devils of its own.
ENCOUNTER BUILDING
Level 12 |
XP 5,490 |
Fear Aura: Any creature hostile to the horned devil that starts its turn within 5 feet of it must make a DC 13 Charisma saving throw against fear. Failed Save: The creature is frightened for 1 minute. Successful Save: The creature is immune to this horned devil’s fear aura for 24 hours.
Immunities: The horned devil is immune to fire and poison.
Resistances: The horned devil is resistant to cold and to nonmagical weapons except those made of silver.
Telepathy: The horned devil can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Multiattack: The horned devil makes one bite attack, one claws attack, and one tail attack; or two tined fork attacks; or two hurl flame attacks.
Melee
Melee
Melee
Melee
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Devil, Ice (Gelugon)
Large Fiend (Devil) Armor Class 14
Hit Points 114 (12d10 + 48); see Traits below
Speed 40 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 20 (+5) |
Dex 12 (+1) |
Con 18 (+4) |
Int 18 (+4) |
Wis 15 (+2) |
Cha 20 (+5) |
Alignment lawful evil
Languages Common, Infernal
TRAITS
Ice Walk: The ice devil takes no penalty to speed while traversing ice or snow.
Immunities: The ice devil is immune to cold, fire, and poison.
Resistance: The ice devil is resistant to nonmagical weapons except those made of silver.
Telepathy: The ice devil can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Multiattack: The ice devil makes one bite attack, one claws attack, and one tail attack.
Melee
Melee
Melee
Spellcasting: The ice devil casts one of the following spells:
Wall of Ice (Recharge
has elapsed, any creature moving through a destroyed section takes 10 (3d6) cold damage. A creature can take this damage only once per round.
Summon Devils (1/day): The ice devil can attempt to summon two bone devils or one ice devil with a 60% chance of success. Summoned devils appear within 50 feet of the ice devil, disappear if the ice devil is slain, and cannot summon devils of their own.
ENCOUNTER BUILDING
Level 12 |
XP 5,490 |
Customization Options
Some ice devils have the following action options.
Multiattack: The ice devil makes one ice spear attack and one tail attack.
Melee
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Devil: Imp
Tiny Fiend (Devil, Shapechanger)
Armor Class 13
Hit Points 7 (2d4 + 2); see Traits below
Speed 15 ft., fly 30 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 6 |
Dex 17 (+3) |
Con 13 (+1) |
Int 11 (+0) |
Wis 12 (+1) |
Cha 14 (+2) |
Alignment lawful evil
Languages Common, Infernal
TRAITS
Immunities: The imp is immune to fire and poison.
Magic Resistance: The imp has advantage on saving throws against magical effects.
Resistance: The imp is resistant to nonmagical weapons except those made of silver.
ACTIONS
Melee
Change Shape: The imp polymorphs into a Small monstrous spider, goat, or boar, or a Tiny raven or cave rat, and can remain in this form indefinitely. The imp’s statistics do not change when assuming a new shape (except for its size). The imp reverts to its natural form when killed.
Invisibility: The imp turns invisible until it attacks, casts a spell, or ends the effect. It can end the effect at any time without using an action.
Suggestion (Recharge 6): The imp chooses a creature within 50 feet of it that can hear and understand it. The creature must make a DC 10 Wisdom saving throw. Failed Save: The target is charmed until the end of its next turn. During that turn, the imp can verbally control how the target uses its action and movement, but cannot command the target to harm itself.
ENCOUNTER BUILDING
Level 3 XP 100
Customization Options
Some imps have the following trait.
Familiar: The imp can choose to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. At any time, the imp can choose to no longer serve its master as a familiar, ending the telepathic bond.
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Devil: Lemure
Medium Fiend (Devil) |
|
|
Armor Class 9 |
|
|
Hit Points 9 (2d8); see Traits below |
|
|
Speed 15 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 10 (+0) |
Dex 8 |
Con 10 (+0) |
Int 1 |
Wis 11 (+0) |
Cha 3 |
Alignment lawful evil
Languages —
TRAITS
Hellborn: While in the Nine Hells, a lemure reduced to 0 hit points or fewer
Immunities: The lemure is immune to fire and poison. It cannot be charmed or frightened.
ACTIONS
Melee
Hit: 3 (1d6) bludgeoning damage.
ENCOUNTER BUILDING
Level 1 XP 20
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Devil: Pit Fiend
Large Fiend (Devil) Armor Class 17
Hit Points 199 (19d10 + 95); see Traits below
Speed 30 ft., fly 90 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 26 (+8) |
Dex 13 (+1) |
Con 21 (+5) |
Int 23 (+6) |
Wis 18 (+4) |
Cha 27 (+8) |
Alignment lawful evil
Languages Common, Infernal
TRAITS
Fear Aura: Any creature hostile to the pit fiend that starts its turn within 20 feet of it must make a DC 15 Charisma saving throw. Failed Save: The target is frightened for 1 minute. Successful Save: The target is immune to this devil's fear aura for 24 hours.
Immunities: The pit fiend is immune to fire and poison.
Magic Resistance: The pit fiend has advantage on saving throws against magical effects.
Immunities: The pit fiend is resistant to cold and to nonmagical weapons except those made of silver.
Telepathy: The pit fiend can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Multiattack: The pit fiend makes one bite attack, one claw attack, and one constricting tail attack, or it makes one constricting tail attack and two large morningstar attacks. Before or after making these attacks, the pit fiend can cast fireball as part of the same action.
Melee
Melee
Melee
Melee
Spellcasting: The pit fiend casts one of the following spells: at
Sign of Agony (Recharge 6): The pit fiend inscribes a blasphemous sigil in the air that burns with unholy light and fills creatures that see it with horrific pain. Any nondevil the pit fiend chooses that can see the sigil must make a DC 15 Wisdom saving throw. Failed Save: The creature is paralyzed and takes 7 (2d6) psychic damage at the start of each of its turns for 1 minute. The only action a creature can take while paralyzed is to make a DC 15 Constitution check to end the effect.
Summon Devils (1/day): The pit fiend can attempt to summon 1d3 barbed devils with a 60% chance of success. Summoned devils appear within 50 feet of the pit fiend, disappear if the pit fiend is slain, and cannot summon devils of their own.
REACTIONS
Wing Slam: When a creature moves within 10 feet of the pit fiend, it can smash the creature with its wings. The target must make a DC 15 Dexterity saving throw. Failed Save: 15 (2d6 + 8) bludgeoning damage, and the target falls prone.
ENCOUNTER BUILDING
Level 20 |
XP 50,140 |
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Devil, Spined (Spinagon)
Small Fiend (Devil)
Armor Class 13
Hit Points 10 (3d6); see Traits below
Speed 20 ft., fly 30 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 9 |
Dex 17 (+3) |
Con 10 (+0) |
Int 11 (+0) |
Wis 14 (+2) |
Cha 8 |
Alignment lawful evil
Languages Common, Infernal
TRAITS
Immunity: The spined devil is immune to fire.
Resistances: The spined devil resistant to cold and to nonmagical weapons except those made of silver.
Swoop: The spined devil doesn’t provoke opportunity attacks when it flies out of a hostile creature’s reach.
Telepathy: The spined devil can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Multiattack: The spined devil makes one claws attack and one tined fork attack, or two spine attacks.
Melee
Hit: 4 (2d4 – 1) slashing damage.
Melee
Ranged
Summon Devil (1/day): A spined devil can attempt to summon 1d4 other spined devils with a 35% chance of success. Summoned devils appear within 50 feet of the spined devil, disappear if the spined devil is slain, and cannot summon devils of their own.
ENCOUNTER BUILDING
Level 3 XP 80
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Dinosaur: Allosaurus
Large Beast |
|
|
Armor Class 13 |
|
|
Hit Points 51 (6d10 + 18) |
|
|
Speed 60 ft. |
|
|
Str 18 (+4) |
Dex 13 (+1) |
Con 17 (+3) |
Int 2 |
Wis 9 |
Cha 6 |
Alignment unaligned
Languages —
TRAITS
Keen Senses: The allosaurus gains a +5 bonus to all checks to detect hidden creatures.
ACTIONS
Melee
Melee
Dinosaur: Ankylosaurus
Large Beast |
|
|
Armor Class 15 |
|
|
Hit Points 37 (5d10 + 10) |
|
|
Speed 30 ft. |
|
|
Str 18 (+4) |
Dex 12 (+1) |
Con 15 (+2) |
Int 2 |
Wis 9 |
Cha 6 |
Alignment unaligned
Languages —
ACTIONS
Multiattack: The ankylosaurus makes two tail club attacks.
Melee
ENCOUNTER BUILDING
Level 5 XP 320
Pounce: The allosaurus moves up to its speed. If it moves at least 10 feet and ends its movement so that at least one creature is in its reach, it makes two claw attacks. If both attacks hit the same Large or smaller target, the target falls prone.
ENCOUNTER BUILDING
Level 5 XP 420
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Dinosaur: Plesiosaurus
Large Beast |
|
|
Armor Class 12 |
|
|
Hit Points 68 (8d10 + 24) |
|
|
Speed 20 ft., swim 40 ft. |
|
|
Str 18 (+4) |
Dex 15 (+2) |
Con 16 (+3) |
Int 2 |
Wis 9 |
Cha 6 |
Alignment unaligned
Languages —
TRAITS
Hold Breath: The plesiosaurus can hold its breath ten times longer than normal, and being underwater imposes no penalty on its attack rolls or checks.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 5 XP 340
Dinosaur: Pteranodon
Medium Beast |
|
|
Armor Class 13 |
|
|
Hit Points 13 (3d8) |
|
|
Speed 10 ft., fly 60 ft. |
|
|
Str 12 (+1) |
Dex 16 (+3) |
Con 10 (+0) |
Int 2 |
Wis 9 |
Cha 6 |
Alignment unaligned
Languages —
TRAITS
Swoop: The pteranodon doesn’t provoke opportunity attacks when it flies out of a hostile creature’s reach.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 2 XP 40
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Displacer Beast
Large Monstrosity |
|
|
Armor Class 12 |
|
|
Hit Points 51 (6d10 + 18) |
|
|
Speed 40 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 18 (+4) |
Dex 15 (+2) |
Con 16 (+3) |
Int 3 |
Wis 12 (+1) |
Cha 8 |
Alignment lawful evil
Languages —
TRAITS
Avoidance: Whenever the beast makes a saving throw to take half damage from a damage source, the beast instead takes no damage on a successful saving throw, and only half damage on a failed saving throw.
Displacement: Attack rolls made against the beast have disadvantage unless the attacker is under the effects of a true seeing spell. If the beast takes damage, this trait ceases to function until the start of the beast’s next turn. This trait also ceases to function while the beast is paralyzed, restrained, unconscious, or otherwise unable to move.
ACTIONS
Multiattack: The displacer beast makes two tentacle attacks.
Melee
ENCOUNTER BUILDING
Level 6 XP 540
Doppelganger
Medium Monstrosity (Shapechanger)
Armor Class 11
Hit Points 18 (4d8) |
|
|
Speed 30 ft. |
|
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Senses darkvision 60 ft. |
|
|
Str 12 (+1) |
Dex 13 (+1) |
Con 10 (+0) |
Int 13 (+1) |
Wis 14 (+2) |
Cha 13 (+1) |
Alignment neutral
Languages Common
TRAITS
Ambusher: The doppelganger deals 2d6 extra damage when it hits a surprised creature with an attack.
Immunities: The doppelganger cannot be charmed or put to sleep.
ACTIONS
Melee
Melee
Change Shape: The doppelganger polymorphs into a Small or Medium humanoid, including a specific individual it has seen. It can remain in this form indefinitely. The doppelganger’s equipment and statistics do not change (except for its size). The doppelganger reverts to its natural form when killed.
Read Thoughts: The doppelganger chooses a creature it can see within 60 feet of it, and the chosen creature must make a DC 13 Wisdom saving throw. Failed Save: The doppelganger can read the target’s surface thoughts as long as they remain within 60 feet of one another. During that time, the doppelganger has advantage on Wisdom checks made to sense the target’s intentions, Charisma checks made to deceive the target, and Charisma checks made to impersonate the target.
The effect can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The effect ends immediately if the doppelganger attempts to read a different creature’s thoughts or if either the target or the doppelganger dies.
ENCOUNTER BUILDING
Level 2 XP 30
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Dracolich, Green
Huge Undead
Armor Class 16
Hit Points 136 (13d12 + 52); see Traits below
Speed 60 ft., fly 150 ft., swim 60 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 23 (+6) |
Dex 13 (+1) |
Con 18 (+4) |
Int 13 (+1) |
Wis 13 (+1) |
Cha 14 (+2) |
Alignment lawful evil
Languages Common, Draconic
TRAITS
Frightful Presence: A creature that starts its turn within sight of the dracolich must make a DC 14 Wisdom saving throw. Failed Save: The target is frightened for 1 minute; while frightened, the target must use its movement to move away from the dracolich. As an action, the frightened target can make a DC 14 Wisdom or Charisma check to end this effect. Successful Save: The target is immune to the dracolich's frightful presence for the next 24 hours. This immunity also applies once the effect ends.
Immunities: The dracolich is immune to disease and poison. It cannot be charmed, frightened, paralyzed, or polymorphed against its will, and it cannot be put to sleep. It does not need to eat or breathe.
Keen Senses: The dracolich gains a +5 bonus to all checks to detect hidden creatures.
Magic Resistance: The dracolich has advantage on saving throws against magical effects.
Resistance: The dracolich is resistant to piercing damage.
Turn Resistance: The dracolich’s hit points are doubled for the purpose of resisting turn undead effects.
ACTIONS
Multiattack: The dracolich makes one bite attack and two claw attacks, or one bite attack and one tail attack.
Melee
Melee
DC 14 Constitution check. If the check succeeds, the effect ends.
Melee
Poison Breath (Recharge
ENCOUNTER BUILDING
Level 14 |
XP 11,440 |
Customization Options
Some dracoliches have the following trait.
Dominate Undead: Undead creatures with 25 hit points or less that are within 100 feet of the dracolich are under its control. If a susceptible undead creature is already under the control of another creature, the dracolich can gain control of it as an action by defeating the controlling creature in a Charisma contest.
Some dracoliches have the following reaction option.
Dreadful Gaze: When a hostile living creature starts its turn within 60 feet of the dracolich, it must make a DC 14 Charisma saving throw. Failed Save: The target is paralyzed until the start of its next turn. This is a fear effect. Successful Save: The target is immune to the dragon’s dreadful gaze for 24 hours.
The Dracolich’s Phylactery
A dracolich’s spirit returns to its magic phylactery 1d10 days after the dracolich is destroyed. A dracolich’s phylactery usually takes the form of a gem, statuette, or amulet. The only way to get rid of a dracolich permanently is to destroy its phylactery.
A dracolich spirit is trapped in its phylactery and remains dormant until the phylactery comes into contact with another dragon’s corpse, at which point the dracolich's spirit can immediately take possession of the corpse, becoming a
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Dragon, Black
Huge Dragon
Armor Class 15
Hit Points 126 (12d12 + 48)
Speed 60 ft., fly 150 ft., swim 60 ft.
Senses blindsight 60 ft., darkvision 120 ft.
Str 23 (+6) |
Dex 10 (+0) |
Con 19 (+4) |
Int 12 (+1) |
Wis 13 (+1) |
Cha 12 (+1) |
Alignment chaotic evil |
|
|
Languages Common, Draconic |
|
TRAITS
Aquatic: The dragon can breathe underwater, and being underwater imposes no penalty on its attack rolls or checks.
Frightful Presence: A creature that starts its turn within sight of the dragon must make a DC 14 Wisdom saving throw. Failed Save: The target is frightened for 1 minute; while frightened, the target must use its movement to move away from the dragon. As an action, the frightened target can make a DC 14 Wisdom or Charisma check to end this effect. Successful Save: The target is immune to the dragon’s frightful presence for the next 24 hours. This immunity also applies once the effect ends.
Immunities: The dragon is immune to acid. It cannot be paralyzed or put to sleep.
Keen Senses: The dragon gains a +5 bonus to all checks to detect hidden creatures.
Magic Resistance: The dragon has advantage on saving throws against magical effects.
ACTIONS
Multiattack: The dragon makes one bite attack and two claw attacks, or one bite attack and one tail attack.
Melee
Melee
Melee
Acid Breath (Recharge
ENCOUNTER BUILDING
Level 10 |
XP 3,920 |
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Dragon, Blue
Huge Dragon
Armor Class 16
Hit Points 161 (14d12 + 70)
Speed 60 ft., burrow 30 ft., fly 150 ft.
Senses blindsight 50 ft., darkvision 100 ft.
Str 24 (+7) |
Dex 13 (+1) |
Con 20 (+5) |
Int 14 (+2) |
Wis 14 (+2) |
Cha 16 (+3) |
Alignment lawful evil |
|
|
Languages Common, Draconic |
|
TRAITS
Frightful Presence: A creature that starts its turn within sight of the dragon must make a DC 13 Wisdom saving throw. Failed Save: The target is frightened for 1 minute; while frightened, the target must use its movement to move away from the dragon. As an action, the frightened target can make a DC 13 Wisdom or Charisma check to end this effect. Successful Save: The target is immune to the dragon’s frightful presence for the next 24 hours. This immunity also applies once the effect ends.
Immunities: The dragon is immune to lightning. It cannot be paralyzed or put to sleep.
Keen Senses: The dragon gains a +5 bonus to all checks to detect hidden creatures.
Magic Resistance: The dragon has advantage on saving throws against magical effects.
ACTIONS
Multiattack: The dragon makes one bite attack and two claw attacks, or one bite attack and one tail attack.
Melee
Melee
Melee
Lightning Breath (Recharge
ENCOUNTER BUILDING
Level 12 |
XP 6,340 |
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Dragon, Green
Huge Dragon |
|
|
Armor Class 16 |
|
|
Hit Points 127 (12d12 + 55) |
|
|
Speed 60 ft., fly 150 ft., swim 60 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 23 (+6) |
Dex 13 (+1) |
Con 20 (+5) |
Int 13 (+1) |
Wis 13 (+1) |
Cha 14 (+2) |
Alignment lawful evil
Languages Common, Draconic
TRAITS
Aquatic: The dragon can breathe underwater, and being underwater imposes no penalty on its attack rolls or checks.
Immunities: The dragon is immune to poison. It cannot be paralyzed or put to sleep.
Frightful Presence: A creature that starts its turn within sight of the dragon must make a DC 14 Wisdom saving throw. Failed Save: The target is frightened for 1 minute; while frightened, the target must use its movement to move away from the dragon. As an action, the frightened target can make a DC 14 Wisdom or Charisma check to end this effect. Successful Save: The target is immune to the dragon’s frightful presence for the next 24 hours. This immunity also applies once the effect ends.
Keen Senses: The dragon gains a +5 bonus to all checks to detect hidden creatures.
Magic Resistance: The dragon has advantage on saving throws against magical effects.
ACTIONS
Multiattack: The dragon makes one bite attack and two claw attacks, or one bite attack and one tail attack.
Melee
Melee
Melee
Poison Breath (Recharge
ENCOUNTER BUILDING
Level 12 |
XP 5,310 |
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Dragon, Red
Huge Dragon |
|
|
Armor Class 15 |
|
|
Hit Points 172 (15d12 + 75) |
|
|
Speed 60 ft., fly 150 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 25 (+7) |
Dex 10 (+0) |
Con 21 (+5) |
Int 11 (+0) |
Wis 11 (+0) |
Cha 19 (+4) |
Alignment chaotic evil
Languages Common, Draconic
TRAITS
Frightful Presence: A creature that starts its turn within sight of the dragon must make a DC 14 Wisdom saving throw. Failed Save: The target is frightened for 1 minute; while frightened, the target must use its movement to move away from the dragon. As an action, the frightened target can make a DC 14 Wisdom or Charisma check to end this effect. Successful Save: The target is immune to the dragon’s frightful presence for the next 24 hours. This immunity also applies once the effect ends.
Immunities: The dragon is immune to fire. It cannot be paralyzed or put to sleep.
Keen Senses: The dragon gains a +5 bonus to all checks to detect hidden creatures.
Magic Resistance: The dragon has advantage on saving throws against magical effects.
ACTIONS
Multiattack: The dragon makes one bite attack and two claw attacks, or one bite attack and one tail attack.
Melee
Melee
Melee
Fire Breath (Recharge
ENCOUNTER BUILDING
Level 13 |
XP 10,140 |
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Dragon, White
Huge Dragon
Armor Class 15
Hit Points 115 (11d12 + 44)
Speed 60 ft., fly 150 ft.
Senses blindsight 60 ft., darkvision 120 ft.
Str 23 (+6) |
Dex 10 (+0) |
Con 19 (+4) |
Int 7 |
Wis 11 (+1) |
Cha 12 (+1) |
Alignment chaotic evil |
|
|
Languages Common, Draconic |
|
TRAITS
Frightful Presence: A creature that starts its turn within sight of the dragon must make a DC 14 Wisdom saving throw. Failed Save: The target is frightened for 1 minute; while frightened, the target must use its movement to move away from the dragon. As an action, the frightened target can make a DC 14 Wisdom or Charisma check to end this effect. Successful Save: The target is immune to the dragon’s frightful presence for the next 24 hours. This immunity also applies once the effect ends.
Ice Walk: The dragon takes no penalty to speed while traversing ice or snow.
Immunities: The dragon is immune to cold. It cannot be paralyzed or put to sleep.
Keen Senses: The dragon gains a +5 bonus to all checks to detect hidden creatures.
Magic Resistance: The dragon has advantage on saving throws against magical effects.
ACTIONS
Multiattack: The dragon makes one bite attack and two claw attacks, or one bite attack and one tail attack.
Melee
Melee
Melee
Cold Breath (Recharge
must make a DC 14 Dexterity saving throw. Failed Save: 25 (4d6 + 4) cold damage. Successful Save: Half damage.
ENCOUNTER BUILDING
Level 10 |
XP 3,250 |
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Drow
Medium Humanoid (Elf) |
|
|
Armor Class 15 (drow chain) |
|
|
Hit Points 27 (6d8) |
|
|
Speed 30 ft. |
|
|
Senses darkvision 120 ft. |
|
|
Str 10 (+0) |
Dex 15 (+2) |
Con 10 (+0) |
Int 13 (+1) |
Wis 14 (+2) |
Cha 12 (+1) |
Alignment chaotic evil
Languages Common, Elvish, Undercommon
TRAITS
Light Sensitivity: While in sunlight, the drow has disadvantage on attack rolls.
Magic Resistance: The drow has advantage on saving throws against magical effects.
Stealthy +5: The drow gains a +5 bonus to all checks to avoid detection.
ACTIONS
Multiattack: The drow makes two short sword attacks, two hand crossbow attacks, or one short sword attack and one hand crossbow attack.
Melee
Ranged
This is a poison effect. Multiple applications of the poison are cumulative. If the speed penalty reaches 20 feet or greater, the target falls unconscious for 1d8 hours.
Spellcasting: The drow casts one of the following spells:
ENCOUNTER BUILDING
Level 4 XP 160
Dryad
Medium Fey
Armor Class 12
Hit Points 14 (4d6)
Speed 30 ft.
Senses
Str 10 (+0) |
Dex 15 (+2) |
Con 11 (+0) |
Int 14 (+2) |
Wis 15 (+2) |
Cha 18 (+4) |
Alignment neutral |
|
|
Languages Elvish, Sylvan |
|
TRAITS
Magic Resistance: The dryad has advantage on saving throws against magical effects.
Speak with Plants: Dryads can communicate with plants, including normal plants and plant creatures, as though they shared a common language.
Tree Stride: A dryad can move into a Medium or larger tree and exit from any other Medium or larger tree within 50 feet.
ACTIONS
Melee
Dominate Person: The dryad chooses one living humanoid within 50 feet of it that it hasn’t attacked. The target must make a DC 12 Wisdom saving throw. Failed Save: The target is charmed for 1 day or until the dryad or one of the dryad’s companions harms it, or until the dryad is killed. While charmed, the target must also obey the dryad’s commands. The dryad can have only one creature charmed at a time. If the charmed creature takes any damage, it can make a DC 12 Wisdom saving throw to end the effect.
A creature charmed by this effect remembers being charmed. A creature that succeeds on its saving throw against this effect is immune to this dryad’s dominate person effect for 24 hours.
ENCOUNTER BUILDING
Level 2 XP 40
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Elemental, Air
Large Elemental (Air)
Armor Class 13
Hit Points 45 (7d10 + 7); see Traits below
Speed 0 ft., fly 60 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 14 (+2) |
Dex 17 (+3) |
Con 13 (+1) |
Int 6 |
Wis 10 (+0) |
Cha 10 (+0) |
Alignment neutral
Languages Auran
TRAITS
Immunities: The elemental is immune to disease and poison. It cannot be knocked prone, paralyzed, turned to stone, or put to sleep. It does not need to sleep, eat, or breathe.
Resistances: The elemental is resistant to lightning, thunder, and nonmagical weapons.
ACTIONS
Melee
Melee
A creature next to the elemental can pull a creature or object out of it with a DC 11 Strength check as an action.
The elemental can engulf up to one Large creature or up to four Medium or smaller creatures at a time.
When the elemental moves, any creatures it has engulfed automatically move with it.
ENCOUNTER BUILDING
Level 5 XP 350
Elemental, Earth
Large Elemental (Earth) |
|
|
|
Armor Class 13 |
|
|
|
Hit Points 68 (8d10 + 24); see Traits below |
|
||
Speed 30 ft. |
|
|
|
Str 19 (+4) |
Dex 8 |
Con 16 |
(+3) |
Int 5 |
Wis 10 (+0) |
Cha 10 |
(+0) |
Alignment neutral
Languages Terran
TRAITS
Earth Glide: The earth elemental can move through stone, dirt, or any other sort of rock (except metal) as if that material weren’t there, leaving no sign of its passage.
Immunities: The elemental is immune to disease and poison, and it cannot be paralyzed, turned to stone, or put to sleep. It does not need to sleep, eat, or breathe.
Resistance: The elemental is resistant to nonmagical weapons.
Vulnerability: The elemental is vulnerable to thunder.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 6 XP 970
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Elemental, Fire
Large Elemental (Fire) |
|
|
|
Armor Class 12 |
|
|
|
Hit Points 52 (7d10 + 14); see Traits below |
|
||
Speed 50 ft. |
|
|
|
Str 10 (+0) |
Dex 15 (+2) |
Con 14 |
(+2) |
Int 6 |
Wis 10 (+0) |
Cha 10 |
(+0) |
Alignment neutral
Languages Ignan
TRAITS
Checked by Water: A fire elemental takes 5 cold damage each time it starts its turn in a body of water of its size or larger. Fire elementals cannot willingly cross bodies of water 10 feet wide or wider.
Immunities: The elemental is immune to disease, fire, and poison. It cannot be knocked prone, paralyzed, turned to stone, or put to sleep. It does not need to sleep, eat, or breathe.
Resistance: The elemental is resistant to nonmagical weapons.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 6 XP 570
Elemental, Water
Large Elemental (Water)
Armor Class 12
Hit Points 60 (8d10 + 16); see Traits below
Speed 40 ft., swim 40 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 18 (+4) |
Dex 14 (+2) |
Con 14 (+2) |
Int 5 |
Wis 10 (+0) |
Cha 10 (+0) |
Alignment neutral
Languages Aquan
TRAITS
Immunities: The elemental is immune to disease and poison. It cannot be knocked prone, paralyzed, turned to stone, or put to sleep. It does not need to sleep, eat, or breathe.
Formless: The elemental can squeeze through gaps that are at least 1 inch wide.
Freeze: When the elemental takes cold damage, it partially freezes. Until the end of its next turn, it loses its resistances and has its speed reduced by 20 feet.
Resistance: The elemental is resistant to acid and to nonmagical weapons.
ACTIONS
Melee
Melee
A creature next to the elemental can pull a creature or object out of it with a DC 12 Strength check as an action.
The elemental can engulf up to one Large creature or up to four Medium or smaller creatures at a time.
When the elemental moves, any creatures it has engulfed automatically move with it.
ENCOUNTER BUILDING
Level 6 XP 870
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Ettin
Large Giant |
|
|
Armor Class 11 (hide) |
|
|
Hit Points 63 (6d10 + 30) |
|
|
Speed 40 ft. |
|
|
Str 21 (+5) |
Dex 8 |
Con 20 (+5) |
Int 6 |
Wis 10 (+0) |
Cha 11 (+0) |
Alignment chaotic evil
Languages Giant
TRAITS
Vigilant: The ettin is never surprised.
ACTIONS
Multiattack: The ettin makes two greatclub attacks.
Melee
ENCOUNTER BUILDING
Level 6 XP 830
Frog, Giant
Medium Beast |
|
|
Armor Class 12 |
|
|
Hit Points 11 (2d8 + 2) |
|
|
Speed 15 ft., swim 30 ft. |
|
|
Str 14 (+2) |
Dex 12 (+1) |
Con 12 (+1) |
Int 1 |
Wis 11 (+0) |
Cha 6 |
Alignment unaligned
Languages —
TRAITS
Aquatic: The frog can breathe underwater, and being underwater imposes no penalty on its attack rolls or checks.
Stealthy +5: The frog gains a +5 bonus to all checks to avoid detection.
ACTIONS
Melee
Melee
Swallow Whole: While grappling a Small or smaller creature, the frog can make a bite attack against the creature, and if the frog hits, it also swallows the creature. A frog can swallow one creature at a time.
A swallowed creature takes 3 (1d4 + 1) acid damage at the start of each of the frog’s turns until it escapes. A swallowed creature is blinded and restrained, but it can use its action to cut its way free by dealing enough piercing or slashing damage to kill the frog. A creature that frees itself falls prone in an unoccupied space within 5 feet of the frog.
ENCOUNTER BUILDING
Level 2 XP 30
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Gargoyle
Medium Monstrosity
Armor Class 13
Hit Points 30 (4d8 + 12); see Traits below
Speed 40 ft., fly 60 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 15 (+2) |
Dex 14 (+2) |
Con 16 (+3) |
Int 6 |
Wis 11 (+0) |
Cha 7 |
Alignment lawful evil
Languages Common, Terran
TRAITS
Hide in Plain Sight: The gargoyle can hold itself so still that it appears to be an inanimate statue. A DC 17 Intelligence or Wisdom check reveals that the statue is, in fact, a gargoyle.
Resistance: The gargoyle is resistant to nonmagical weapons except those made of adamantine.
ACTIONS
Multiattack: The gargoyle makes one bite attack, one claws attacks, and one gore attack.
Melee
Melee
Melee
ENCOUNTER BUILDING
Level 5 XP 330
Gelatinous Cube
Large Ooze |
|
|
Armor Class 6 |
|
|
Hit Points 73 (7d10 + 35) |
|
|
Speed 15 ft. |
|
|
Senses blindsight 60 ft. |
|
|
Str 10 (+0) |
Dex 3 |
Con 20 (+5) |
Int 1 |
Wis 10 (+0) |
Cha 1 |
Alignment unaligned
Languages —
TRAITS
Immunities: The cube cannot be charmed or frightened.
Shaped Ooze: The cube takes up its entire
Transparent: The cube is hard to spot, even when it is in plain sight. It takes a successful DC 12 Intelligence or Wisdom check to spot a cube that has neither moved nor attacked while being observed. A creature that tries to enter the cube’s space while unaware of the cube is automatically engulfed per the cube’s slam attack.
ACTIONS
Melee
A creature engulfed by the cube can’t be targeted by attacks, spells, and other effects. An area of effect that includes the cube does not also include anything engulfed in it.
A creature next to the cube can pull a creature or object out of it with a DC 11 Strength check made as an action, but doing so triggers an opportunity attack from the cube.
The cube can engulf up to one Large creature or up to four Medium or smaller creatures at a time.
ENCOUNTER BUILDING
Level 4 XP 250
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Ghost
Medium Undead
Armor Class 11
Hit Points 32 (5d12); see Traits below
Speed 30 ft., fly 40 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 9 |
Dex 13 (+1) |
Con 10 (+0) |
Int 10 (+0) |
Wis 12 (+1) |
Cha 14 (+2) |
Alignment any |
|
|
Languages Common
TRAITS
Ethereal: The ghost is ethereal.
Immunities: The ghost is immune to disease, necrotic, petrification, and poison. It cannot be charmed, frightened, paralyzed, or put to sleep. It does not need to sleep, eat, or breathe.
ACTIONS
Melee
Horrifying Visage: Each creature within 50 feet of the ghost that can see it must make a DC 10 Wisdom saving throw. Failed Save: The creature is frightened for 1 minute. As an action, the frightened creature can make a DC 10 Wisdom check to end this effect. Successful Save: The creature is immune to the ghost’s horrifying visage for the next 24 hours. This immunity also applies once the effect ends.
Possession (Recharge 6): The ghost chooses a living creature within 5 feet of it. The chosen creature must make a DC 10 Wisdom saving throw. Failed Save: The ghost vanishes into the target. The target can use its action to make a DC 10 Wisdom check. If the check fails or is not made, then for the next 24 hours, the ghost controls the target.
While possessing the target, the ghost cannot recharge this action. The ghost can end the possession at any time by moving out of the target. A turn undead effect or a lesser restoration spell that targets the possessed creature automatically drives out the ghost. The ghost must also leave a target that drops to 0 hit points or fewer. Whether the ghost leaves voluntarily or by force, it reappears in a space within 5 feet of its former host.
Successful Save: The target is not possessed and is immune to the ghost’s possession for the next 24 hours.
ENCOUNTER BUILDING
Level 5 XP 280
Ghoul
Medium Undead
Armor Class 12
Hit Points 18 (4d8); see Traits below
Speed 30 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 13 (+1) |
Dex 15 (+2) |
Con 10 (+0) |
Int 10 (+0) |
Wis 10 (+0) |
Cha 8 |
Alignment chaotic evil
Languages Common
TRAITS
Immunities: The ghoul is immune to disease and poison. It cannot be charmed, frightened, or put to sleep. It does not need to sleep, eat, or breathe.
Resistance: The ghoul is resistant to necrotic.
ACTIONS
Multiattack: The ghoul makes one bite attack and two claw attacks.
Melee
Melee
ENCOUNTER BUILDING
Level 3 XP 80
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Giant, Cloud
Huge Giant |
|
|
Armor Class 17 (banded mail) |
|
|
Hit Points 161 (14d12 + 70) |
|
|
Speed 50 ft., fly 20 ft. |
|
|
Senses |
|
|
Str 27 (+8) |
Dex 13 (+1) |
Con 21 (+5) |
Int 12 (+1) |
Wis 16 (+3) |
Cha 13 (+1) |
Alignment neutral good (50%) or neutral evil (50%) Languages Common, Giant
ACTIONS
Multiattack: The cloud giant makes two morningstar attacks.
Melee
Ranged
Fog Cloud (Recharge 6): The cloud giant creates a
ENCOUNTER BUILDING
Level 12 |
XP 6,080 |
Giant, Fire
Huge Giant (Fire)
Armor Class 18 (plate mail)
Hit Points 137 (11d12 + 66); see Traits below
Speed 30 ft. |
|
|
Str 25 (+7) |
Dex 11 (+0) |
Con 23 (+6) |
Int 9 |
Wis 12 (+1) |
Cha 11 (+0) |
Alignment lawful evil
Languages Giant
TRAITS
Immunity: The giant is immune to fire.
ACTIONS
Multiattack: The fire giant makes two greatsword attacks.
Melee
Ranged
ENCOUNTER BUILDING
Level 11 |
XP 4,370 |
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Giant, Frost
Huge Giant
Armor Class 16 (dragon scale mail)
Hit Points 126 (11d12 + 55); see Traits below
Speed 40 ft. |
|
|
Str 23 (+6) |
Dex 12 (+1) |
Con 21 (+5) |
Int 7 |
Wis 10 (+0) |
Cha 8 |
Alignment neutral evil
Languages Common, Giant
TRAITS
Ice Walk: The giant takes no penalty to speed while traversing ice or snow.
Immunity: The frost giant is immune to cold.
ACTIONS
Multiattack: The frost giant makes two greataxe attacks.
Melee
Ranged
ENCOUNTER BUILDING
Level 10 XP 3,020
Giant, Hill
Huge Giant |
|
|
Armor Class 11 (hide) |
|
|
Hit Points 76 (8d10 + 32) |
|
|
Speed 40 ft. |
|
|
Str 21 (+5) |
Dex 8 |
Con 18 (+4) |
Int 6 |
Wis 8 |
Cha 7 |
Alignment neutral evil
Languages Common, Giant
ACTIONS
Multiattack: The hill giant makes two greatclub attacks.
Melee
Ranged
ENCOUNTER BUILDING
Level 6 XP 720
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Giant, Stone
Huge Giant |
|
|
Armor Class 15 |
|
|
Hit Points 103 (9d12 + 45) |
|
|
Speed 40 ft. |
|
|
Str 23 (+6) |
Dex 15 (+2) |
Con 20 (+5) |
Int 10 (+0) |
Wis 12 (+1) |
Cha 11 (+0) |
Alignment neutral
Languages Common, Giant
ACTIONS
Multiattack: The stone giant makes two greatclub attacks.
Melee
Ranged
REACTIONS
Rock Catching: When a rock or similar object is hurled at the stone giant, the giant can catch it with a successful DC 12 Dexterity check. If the check succeeds, the giant takes no damage from the hurled object.
ENCOUNTER BUILDING
Level 7 XP 1,800
Giant, Storm
Huge Giant
Armor Class 18 (plate mail)
Hit Points 161 (14d12 + 70); see Traits below
Speed 50 ft., fly 20 ft., swim 50 ft. |
|
|
Str 29 (+9) |
Dex 12 (+1) |
Con 20 (+5) |
Int 16 (+3) |
Wis 14 (+2) |
Cha 17 (+3) |
Alignment chaotic good
Languages Common, Giant
TRAITS
Aquatic: The giant can breathe underwater, and being underwater imposes no penalty on its attack rolls or checks.
Immunities: The giant is immune to lightning and thunder.
Resistance: The giant is resistant to cold.
ACTIONS
Multiattack: The storm giant can make two greatsword attacks, two lightning bolt attacks, or one greatsword attack and one lightning bolt attacks.
Melee
Ranged
Spellcasting: The storm giant casts one of the following spells:
Summon Thunderstorm (Recharge
ENCOUNTER BUILDING
Level 13 |
XP 7,750 |
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Gnoll
Medium Humanoid (Gnoll) |
|
|
Armor Class 15 (leather, shield) |
|
|
Hit Points 13 (3d8) |
|
|
Speed 30 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 14 (+2) |
Dex 15 (+2) |
Con 11 (+0) |
Int 7 |
Wis 10 (+0) |
Cha 8 |
Alignment chaotic evil
Languages Common, Gnoll
ACTIONS
Melee
Ranged
REACTIONS
Blood Frenzy: When a hostile creature drops to 0 hit points or fewer within 10 feet of it, the gnoll makes a melee attack with disadvantage.
ENCOUNTER BUILDING
Level 2 XP 40
Gnoll Leader (Packlord)
Medium Humanoid (Gnoll) |
|
|
Armor Class 16 (chain mail) |
|
|
Hit Points 27 (5d8 + 5) |
|
|
Speed 30 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 17 (+3) |
Dex 16 (+3) |
Con 13 (+1) |
Int 9 |
Wis 11 (+0) |
Cha 10 (+0) |
Alignment chaotic evil
Languages Common, Gnoll
TRAITS
Incite Blood Frenzy: The gnoll grants creatures of its choice within 30 feet of it (not counting itself) a +4 bonus to damage rolls when they use the blood frenzy reaction. Multiple bonuses granted by this trait do not stack.
ACTIONS
Multiattack: The gnoll makes two greataxe attacks or two longbow attacks.
Melee
Ranged
REACTIONS
Blood Frenzy: When a hostile creature drops to 0 hit points or fewer within 10 feet of it, the gnoll makes a melee attack with disadvantage.
ENCOUNTER BUILDING
Level 4 XP 180
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Goblin
Small Humanoid (Goblinoid) |
|
|
Armor Class 14 (leather, shield) |
|
|
Hit Points 3 (1d6) |
|
|
Speed 30 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 8 |
Dex 13 (+1) |
Con 10 (+0) |
Int 10 (+0) |
Wis 9 |
Cha 8 |
Alignment neutral evil
Languages Common, Goblin
TRAITS
Bushwhacker: During the first round of combat, the goblin has advantage on attack rolls against any target that has a lower initiative.
Sneaky: The goblin can attempt to hide at the end of a move without using an action.
Stealthy +5: The goblin gains a +5 bonus to all checks to avoid detection.
ACTIONS
Melee
Ranged
ENCOUNTER BUILDING
Level 1 XP 10
Goblin Leader (Boss)
Small Humanoid (Goblinoid) |
|
|
Armor Class 15 (studded leather) |
|
|
Hit Points 18 (4d6 + 4) |
|
|
Speed 30 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 11 (+0) |
Dex 15 (+2) |
Con 13 (+1) |
Int 11 (+0) |
Wis 9 |
Cha 13 (+1) |
Alignment neutral evil
Languages Common, Goblin
TRAITS
Bushwhacker: During the first round of combat, the goblin has advantage on attack rolls against any target that has a lower initiative.
Sneaky: The goblin can attempt to hide at the end of a move without using an action.
Stealthy +5: The goblin gains a +5 bonus to all checks to avoid detection.
ACTIONS
Melee
Ranged
ENCOUNTER BUILDING
Level 1 XP 20
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Golem, Flesh
Medium Construct
Armor Class 9
Hit Points 57 (6d8 + 30); see Traits below
Speed 30 ft. |
|
|
Senses darkvision 50 ft. |
|
|
Str 19 (+4) |
Dex 9 |
Con 20 (+5) |
Int 3 |
Wis 10 (+0) |
Cha 1 |
Alignment neutral
Languages understands Common
TRAITS
Berserk: While the golem is in combat, roll a d6 at the start of each of the golem’s turns. If the result is 6, the golem goes berserk until the end of the encounter. On its turn, a berserk golem attacks the nearest creature or some object smaller than itself if no creature is within reach, and it deals 5 extra bludgeoning damage when it hits with a melee attack.
The berserk golem’s creator can, if it is within 60 feet of the golem and can be seen and heard by the golem, calm it by speaking firmly and persuasively, which requires an action and a DC 16 Charisma check. If the check succeeds, the golem is no longer berserk, although it may go berserk again.
Immunities: The golem is immune to nonmagical weapons except those made of adamantine, as well as disease, cold, lightning, poison, and psychic damage. It cannot be charmed, paralyzed, petrified, stunned, or put to sleep. It does not need to sleep, eat, or breathe.
Whenever the golem would take lightning damage, it instead regains hit points equal to half the damage dealt.
Magic Resistance: The golem has advantage on saving throws against magical effects.
ACTIONS
Multiattack: The golem makes two slam attacks.
Melee
ENCOUNTER BUILDING
Level 7 XP 1,320
Golem, Stone
Large Construct
Armor Class 17
Hit Points 105 (10d10 + 50); see Traits below
Speed 20 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 24 (+7) |
Dex 9 |
Con 20 (+5) |
Int 3 |
Wis 11 (+0) |
Cha 1 |
Alignment unaligned
Languages understands Common
TRAITS
Immunities: The golem is immune to nonmagical weapons except those made of adamantine, as well as disease, cold, fire, lightning, poison, and psychic damage. It cannot be charmed, frightened, paralyzed, petrified, stunned, or put to sleep. It does not need to sleep, eat, or breathe.
Magic Resistance: The golem has advantage on saving throws against magical effects.
ACTIONS
Multiattack: The golem makes two slam attacks.
Melee
Slow (Recharge
ENCOUNTER BUILDING
Level 13 XP 9,360
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Gray Ooze
Medium Ooze
Armor Class 8
Hit Points 30 (4d8 + 12); see Traits below
Speed 10 ft. |
|
|
Senses blindsight 60 ft. |
|
|
Str 12 (+1) |
Dex 6 |
Con 16 (+3) |
Int 1 |
Wis 10 (+0) |
Cha 3 |
Alignment unaligned
Languages —
TRAITS
Dissolve: Any nonmagical weapon that hits the ooze becomes damaged and takes a
Formless: The ooze can squeeze through gaps that are at least 1 inch wide.
Immunities: The ooze charmed, frightened, or knocked prone.
Resistances: The ooze is resistant to acid, cold, and fire.
Stealthy +5: The ooze gains a +5 bonus to all checks to avoid detection.
ACTIONS
Melee
REACTIONS
Passive Threat: When a creature ends its turn next to the ooze and is unaware of it, the ooze makes a free slam attack against the triggering creature.
ENCOUNTER BUILDING
Level 4 XP 180
Great Cat: Tiger
Large Beast |
|
|
Armor Class 12 |
|
|
Hit Points 37 (5d10 + 10) |
|
|
Speed 40 ft. |
|
|
Senses |
|
|
Str 17 (+3) |
Dex 15 (+2) |
Con 14 (+2) |
Int 4 |
Wis 12 (+1) |
Cha 8 |
Alignment unaligned
Languages —
TRAITS
Keen Senses: The tiger gains a +5 bonus to all checks to detect hidden creatures.
ACTIONS
Melee
Melee
Pounce: If the tiger moves at least 10 feet and ends its movement so that at least one creature is in its reach, it makes two claw attacks. If both attacks hit the same Large or smaller target, the target also falls prone, and the tiger can make a bite attack against it.
ENCOUNTER BUILDING
Level 4 XP 170
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Green Slime
Medium Ooze (Hazard)
Green slime is a dangerous, unintelligent variety of normal algae that forms in moist subterranean environments. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches. This plant is a slow- growing hazard that feeds on flesh, plant matter, and metal.
Detect: It takes a DC 10 Wisdom check to notice the green slime under normal conditions and a DC 12 Intelligence check to identify the hazard for what it is.
Effect on Creatures: The slime can detect the air vibrations and temperature of living creatures. When it does, a sheet of it large enough to envelop the passing creature drops from its resting place onto the target. The target must make a DC 12 Dexterity saving throw to avoid the sheet, making the saving throw with disadvantage if the slime was unnoticed or not considered to be a hazard. On a failed save, the target takes 1d6 acid damage, and takes another 1d6 acid damage at the end of each of its turns during which it is still in contact with the slime.
A creature that steps in a patch of green slime on the floor receives no saving throw to avoid taking damage.
Effect on Objects: Against wood or metal, green slime deals 2d6 acid damage per round, dissolving about an inch thickness of material each round. Green slime does no harm to stone or glass.
Countermeasures: Green slime can be scraped off or killed by taking 11 damage or more from weapons, cold, or fire. Dealing damage to the slime also deals half damage to the creature it is covering.
ENCOUNTER BUILDING
Level 1 XP 20
Griffon
Large Beast |
|
|
Armor Class 12 |
|
|
Hit Points 59 (7d10 + 21) |
|
|
Speed 30 ft., fly 80 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 18 (+4) |
Dex 15 (+2) |
Con 16 (+3) |
Int 2 |
Wis 13 (+1) |
Cha 8 |
Alignment unaligned
Languages —
TRAITS
Keen Senses: The griffon gains a +5 bonus to all checks to detect hidden creatures.
ACTIONS
Multiattack: The griffon makes one bite attack and one claws attack.
Melee
Melee
ENCOUNTER BUILDING
Level 5 XP 450
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Hag: Green Hag
Medium Humanoid |
|
|
Armor Class 14 |
|
|
Hit Points 36 (8d8) |
|
|
Speed 30 ft., swim 30 ft. |
|
|
Senses |
|
|
Str 15 (+2) |
Dex 15 (+2) |
Con 10 (+0) |
Int 14 (+2) |
Wis 13 (+1) |
Cha 15 (+2) |
Alignment neutral evil
Languages Common, Giant
TRAITS
Mimicry: The hag can imitate the sounds of common beasts and voices of humanoids, male or female, young or old. A creature hearing the imitated sounds can make a DC 16 Intelligence or Wisdom check to realize that they’re not genuine.
ACTIONS
Melee
Melee
Disguise Self: The hag assumes the illusory form of any Small or Medium humanoid and can maintain this illusion indefinitely. A DC 16 Intelligence or Wisdom check reveals that the creature is not what it appears to be, but not the hag’s true form. The hag can end the illusion at any time (no action required). The effect also ends when the hag is killed.
Invisibility: The hag turns invisible until it attacks, casts a spell, or ends the effect. It can end the effect at any time without using an action.
ENCOUNTER BUILDING
Level 3 XP 130
Customization Options
Some green hags have the following action option.
Spells: The hag casts one of the following spells: at will— mage hand, minor illusion;
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Harpy
Medium Monstrosity |
|
|
Armor Class 13 |
|
|
Hit Points 13 (3d8) |
|
|
Speed 15 ft., fly 40 ft. |
|
|
Str 10 (+0) |
Dex 13 (+1) |
Con 11 (+0) |
Int 7 |
Wis 10 (+0) |
Cha 8 |
Alignment chaotic evil
Languages Common
TRAITS
Captivating: The harpy has advantage on attack rolls made against creatures it has charmed.
ACTIONS
Multiattack: The harpy makes a claws attack and a club attack.
Melee
Melee
Luring Song: The harpy chooses a creature within 300 feet of it (other harpies and deafened creatures are immune). The target must make a DC 9 Wisdom saving throw. Failed Save: The target is charmed for 1 minute. While charmed by the harpy, the target must first move closer to the harpy. After that, it can use its action to break the charm (requiring a DC 9 Wisdom check). If the check succeeds, the charm effect ends.
Once the target makes a successful saving throw or breaks the charm with a successful skill check, it is immune to the luring song of all harpies for the next 24 hours.
ENCOUNTER BUILDING
Level 2 XP 40
Hell Hound
Medium Fiend
Armor Class 12
Hit Points 22 (4d8 + 4); see Traits below
Speed 40 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 14 (+2) |
Dex 12 (+1) |
Con 12 (+1) |
Int 6 |
Wis 13 (+1) |
Cha 6 |
Alignment lawful evil
Languages understands Infernal
TRAITS
Immunity: The hound is immune to fire.
Keen Senses: The hound gains a +5 bonus to all checks to detect hidden creatures.
ACTIONS
Melee
Fire Breath (Recharge 6): The hound breathes fire in a 15- foot cone. Each creature in the area must make a DC 12 Dexterity saving throw. Failed Save: 9 (2d8) fire damage.
Successful Save: Half damage.
ENCOUNTER BUILDING
Level 3 XP 70
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Hobgoblin
Medium Humanoid (Goblinoid) |
|
|
Armor Class 14 (ring mail) |
|
|
Hit Points 11 (2d8 + 2) |
|
|
Speed 25 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 11 (+0) |
Dex 10 (+0) |
Con 12 (+1) |
Int 10 (+0) |
Wis 10 (+0) |
Cha 13 (+1) |
Alignment lawful evil
Languages Common, Goblin
TRAITS
Steadfast: The hobgoblin cannot be frightened while it can see a friendly creature within 30 feet of it that also has this trait.
ACTIONS
Melee
Ranged
Disciplined: The hobgoblin chooses a creature within its reach. The next attack roll made against that target by a friendly creature that also has this trait has advantage.
ENCOUNTER BUILDING
Level 1 XP 20
Hobgoblin Leader (Captain)
Medium Humanoid (Goblinoid) |
|
|
Armor Class 16 (chain mail) |
|
|
Hit Points 27 (5d8 + 5) |
|
|
Speed 25 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 14 (+2) |
Dex 12 (+1) |
Con 13 (+1) |
Int 12 (+1) |
Wis 10 (+0) |
Cha 16 (+3) |
Alignment lawful evil
Languages Common, Goblin
TRAITS
Commander +2: Friendly creatures with the disciplined action that can see or hear the hobgoblin and are within 30 feet of it gain a +2 bonus to damage rolls. If multiple friendly creatures have the Commander trait, only the highest bonus applies.
Steadfast: The hobgoblin cannot be frightened while it can see a friendly creature within 30 feet of it that also has this trait.
ACTIONS
Multiattack: The hobgoblin makes two longspear attacks or two shortbow attacks.
Melee
Ranged
ENCOUNTER BUILDING
Level 3 XP 90
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Horse
Large Beast |
|
|
Armor Class 12 |
|
|
Hit Points 13 (2d10 + 2) |
|
|
Speed 60 ft. |
|
|
Str 15 (+2) |
Dex 10 (+0) |
Con 12 (+1) |
Int 2 |
Wis 8 |
Cha 6 |
Alignment unaligned
Languages —
ACTIONS
Melee
ENCOUNTER BUILDING
Level 1 XP 20
Human Berserker
Medium Humanoid (Human) |
|
|
Armor Class 12 (hide armor) |
|
|
Hit Points 13 (2d8 + 4) |
|
|
Speed 30 ft. |
|
|
Str 14 (+2) |
Dex 11 (+0) |
Con 14 (+2) |
Int 8 |
Wis 7 |
Cha 10 (+0) |
Alignment chaotic neutral
Languages Common
TRAITS
Rage +5: The berserker can take disadvantage on any melee attack roll to gain a +5 bonus to that attack’s damage roll.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 2 XP 30
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Human Commoner
Medium Humanoid (Human) |
|
|
Armor Class 10 |
|
|
Hit Points 4 (1d8) |
|
|
Speed 30 ft. |
|
|
Str 10 (+0) |
Dex 10 (+0) |
Con 10 (+0) |
Int 10 (+0) |
Wis 10 (+0) |
Cha 10 (+0) |
Alignment any |
|
|
Languages Common
TRAITS
Pack Tactics: The commoner gains a cumulative +1 bonus to attack rolls, to a maximum of +5, for each friendly creature that is within 5 feet of its target.
ACTIONS
Melee
Ranged
ENCOUNTER BUILDING
Level 1 XP 10
Human War Chief
Medium Humanoid (Human)
Armor Class 17 (studded leather, shield)
Hit Points 22 (4d8 + 4) |
|
|
Speed 30 ft. |
|
|
Str 14 (+2) |
Dex 14 (+2) |
Con 12 (+1) |
Int 11 (+0) |
Wis 11 (+0) |
Cha 12 (+1) |
Alignment any |
|
|
Languages Common
TRAITS
Commander +2: Friendly creatures with the disciplined action that can see or hear the war chief and are within 30 feet of it gain a +2 bonus to damage rolls. If multiple friendly creatures have the Commander trait, only the highest bonus applies.
ACTIONS
Multiattack: The war chief makes two long sword attacks.
Melee
Ranged
ENCOUNTER BUILDING
Level 3 XP 120
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Human Warrior
Medium Humanoid (Human) |
|
|
Armor Class 12 (leather) |
|
|
Hit Points 11 (2d8 + 2) |
|
|
Speed 30 ft. |
|
|
Str 12 (+1) |
Dex 12 (+1) |
Con 12 (+1) |
Int 10 (+0) |
Wis 11 (+0) |
Cha 10 (+0) |
Alignment any |
|
|
Languages Common
ACTIONS
Melee or Ranged
Disciplined: The warrior chooses a creature within its reach. The next attack roll made against that target by a friendly creature that also has the disciplined action has advantage.
ENCOUNTER BUILDING
Level 1 XP 20
Human Witch Doctor
Medium Humanoid (Human) |
|
|
Armor Class 14 (studded leather) |
|
|
Hit Points 22 (4d8 + 4) |
|
|
Speed 30 ft. |
|
|
Str 10 (+0) |
Dex 12 (+1) |
Con 12 (+1) |
Int 11 (+0) |
Wis 12 (+1) |
Cha 14 (+2) |
Alignment any |
|
|
Languages Common
ACTIONS
Melee
Shocking Grasp: The witch doctor chooses one creature in its reach. The target must succeed on a DC 14 Dexterity saving throw. Otherwise, the target takes 4 (1d8) lightning damage, and it cannot take reactions until its next turn.
Ray of Enfeeblement (2/day): The witch doctor chooses a creature within 50 feet. The target must make a DC 14 Dexterity save. Failed Save: 14 (4d6) necrotic damage, and, if the target’s hit point maximum is 25 or less, the target’s melee attacks deal only half damage, and the target has disadvantage on Strength and Dexterity checks and saving throws. This effect lasts for 1 minute.
Light: The witch doctor touches an object, causing it to shed bright light in a
Damage Resistance (1/day): The witch doctor touches a willing creature other than itself and chooses a damage type: acid, bludgeoning, cold, fire, lightning, piercing, necrotic, slashing, or thunder. The touched creature gains resistance against that damage type for 1 hour.
ENCOUNTER BUILDING
Level 3 XP 130
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Hydra
Huge Monstrosity |
|
|
Armor Class 12 |
|
|
Hit Points 80 (7d12 + 35) |
|
|
Speed 30 ft., swim 30 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 17 (+3) |
Dex 12 (+1) |
Con 20 (+5) |
Int 2 |
Wis 10 (+0) |
Cha 9 |
Alignment unaligned
Languages —
TRAITS
Aquatic: The hydra can breathe underwater, and being underwater imposes no penalty on its attack rolls or checks.
Decapitation: If the hydra takes 15 or more damage from a single attack or effect, the attacker can choose to kill one of the hydra’s heads instead of dealing damage. When the hydra has no heads remaining, it dies.
Reactive: The hydra can take any number of reactions.
ACTIONS
Multiattack: The hydra makes as many bite attacks as it has heads. (A hydra typically begins a fight with five heads.)
Melee
Kobold
Small Humanoid (Kobold) |
|
|
Armor Class 11 |
|
|
Hit Points 2 (1d6 – 1) |
|
|
Speed 30 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 7 |
Dex 12 (+1) |
Con 8 |
Int 8 |
Wis 7 |
Cha 8 |
Alignment neutral evil
Languages Common, Draconic
TRAITS
Light Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls.
Pack Tactics: The kobold gains a cumulative +1 bonus to attack rolls, to a maximum of +5, for each friendly creature that is within 5 feet of its target.
ACTIONS
Melee
Ranged
ENCOUNTER BUILDING
Level 1 XP 10
Regrow Heads (Recharge
The hydra cannot use this action if it has taken fire damage since its last turn.
ENCOUNTER BUILDING
Level 7 XP 1,050
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Kobold Alchemist
Small Humanoid (Kobold) |
|
|
Armor Class 15 (studded leather) |
|
|
Hit Points 7 (2d6) |
|
|
Speed 30 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 8 |
Dex 15 (+2) |
Con 11 (+0) |
Int 14 (+2) |
Wis 9 |
Cha 12 (+1) |
Alignment neutral evil
Languages Common, Draconic
TRAITS
Light Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls.
ACTIONS
Melee
Alchemical Bombs: The kobold hurls a flask that creates a
Fire Bomb: Each creature in the area must make a DC 11 Dexterity saving throw. Failed Save: 4 (1d8) fire damage. Successful Save: Half damage.
Glue Bomb: Each creature in the area must make a DC 11 Strength saving throw. Failed Save: The target is restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.
Frenzy Bomb: Friendly creatures in the area gain advantage on melee attack rolls until the kobold’s next turn.
ENCOUNTER BUILDING
Level 1 XP 10
Kobold Dragonshield
Small Humanoid (Kobold) |
|
|
Armor Class 16 (ring mail, shield) |
|
|
Hit Points 7 (2d6) |
|
|
Speed 25 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 10 (+0) |
Dex 13 (+1) |
Con 11 (+0) |
Int 10 (+0) |
Wis 9 |
Cha 10 (+0) |
Alignment neutral evil
Languages Common, Draconic
TRAITS
Light Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls.
Pack Tactics: The kobold gains a cumulative +1 bonus to attack rolls, to a maximum of +5, for each friendly creature that is within 5 feet of its target.
ACTIONS
Melee
REACTIONS
Shield Block: The kobold imposes disadvantage on a melee or ranged attack that is against a creature within the kobold’s reach.
ENCOUNTER BUILDING
Level 1 XP 20
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Kobold, Winged (Urd)
Small Humanoid (Kobold) |
|
|
Armor Class 11 |
|
|
Hit Points 3 (1d6) |
|
|
Speed 30 ft., fly 20 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 9 |
Dex 13 (+1) |
Con 10 (+0) |
Int 8 |
Wis 7 |
Cha 8 |
Alignment neutral evil
Languages Common, Draconic
TRAITS
Light Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls.
Pack Tactics: The kobold gains a cumulative +1 bonus to attack rolls, to a maximum of +5, for each friendly creature that is within 5 feet of its target.
ACTIONS
Melee
Ranged
ENCOUNTER BUILDING
Level 1 XP 10
Kopru
Medium Aberration
Armor Class 12
Hit Points 52 (8d8 + 16); see Traits below
Speed 10 ft., swim 50 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 15 (+2) |
Dex 14 (+2) |
Con 14 (+2) |
Int 11 (+0) |
Wis 10 (+0) |
Cha 15 (+2) |
Alignment neutral evil
Languages Common, Deep Speech
TRAITS
Aquatic: The kopru can breathe underwater, and being underwater imposes no penalty on its attack rolls or checks.
Resistances: The kopru is resistant to fire and psychic.
ACTIONS
Multiattack: The kopru makes one bite attack and one tailclaws attack.
Melee
Melee
Dominate Person (Recharge 6): The kopru chooses one living humanoid it can see within 50 feet of it. The target must make a DC 13 Wisdom saving throw. Failed Save:
The kopru has access to all of the target’s thoughts and memories, and the target is charmed for 1 day or until the kopru or one of the kopru’s companions harms it, or until the kopru is killed. While charmed, the target must also obey the kopru’s commands. The kopru can have only one creature charmed at a time. If the charmed creature takes any damage, it can make a DC 13 Wisdom saving throw to end the effect.
A creature remembers being charmed by the kopru. A creature that succeeds on its saving throw against this effect is immune to this kopru’s dominate person effect for 24 hours.
ENCOUNTER BUILDING
Level 6 XP 620
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Lich
Medium Undead
Armor Class 15
Hit Points 85 (10d8 + 40); see Traits below
Speed 30 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 11 (+0) |
Dex 16 (+3) |
Con 18 (+4) |
Int 20 (+5) |
Wis 18 (+4) |
Cha 20 (+5) |
Alignment neutral evil
Languages Abyssal, Common, Infernal
TRAITS
Immunities: The lich is immune to disease, necrotic, and poison. It cannot be charmed, frightened, paralyzed, polymorphed against its will, or put to sleep. It does not need to sleep, eat, or breathe.
Phylactery: If destroyed, a lich
ACTIONS
Multiattack: The lich makes two touch attacks.
Melee
Spellcasting: The lich casts one of the following spells: at
ENCOUNTER BUILDING
Level 7 XP 1,830
Customization Options
Every lich is a unique individual, with its own spells and abilities as well as its own personality. You can give a lich additional traits or roll randomly on the table below to determine what additional traits and spellcasting ability it might possess.
d100 |
Customization |
Add the Cold Aura trait (see below). |
|
Add the Frightening Gaze trait (see below). |
|
Add the Life Drain trait (see below). |
|
Add the Turn Resistance trait (see below). |
|
Add one of the traits below. Also, the lich casts |
|
|
spells as a |
Add one of the traits below. Also, the lich casts |
|
|
spells as a |
Add two of the traits below. Also, the lich casts |
|
|
spells as a |
Cold Aura: Any creature that starts its turn within 10 feet of the lich takes 5 (1d10) cold damage.
Frightening Gaze: A creature that starts its turn within line of sight of the lich must either avert its eyes or make a DC 15 Wisdom saving throw against fear (if the target is surprised, it cannot avert its eyes). A target that averts its eyes has disadvantage on attack rolls until the start of its next turn. Failed Save: The target is frightened for 1 minute. While frightened, the target must use its movement to move away from the lich. As an action, the frightened target can make a DC 15 Wisdom check to end this effect.
Life Drain: When a lich makes a lich touch attack and hits, the target's hit point maximum decreases by the same amount as the damage dealt by the attack. The target's hit point maximum returns to normal after its next long rest.
A creature whose hit point maximum is reduced to 0 by this attack dies.
Turn Resistance: A lich's hit points are doubled for the purpose of resisting turn undead effects.
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Lizard, Giant
Medium Beast |
|
|
Armor Class 12 |
|
|
Hit Points 13 (2d8 + 4) |
|
|
Speed 30 ft. |
|
|
Str 16 (+3) |
Dex 12 (+1) |
Con 14 (+2) |
Int 2 |
Wis 12 (+1) |
Cha 6 |
Alignment unaligned
Languages —
TRAITS
Diverse: Giant lizards come in many varieties. As a result, the DM can customize a giant lizard by choosing one or more optional traits and actions (see sidebar) to best reflect the nature of the creature.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 2 |
XP 30 |
Level 2 |
XP 40 with poisonous bite |
Level 2 |
XP 60 with clamping jaws |
Customization Options
Some giant lizards have one or more of these traits.
Hold Breath: The giant lizard can hold its breath ten times longer than normal, and being underwater imposes no penalty on its attack rolls or checks. (Giant lizards that have this trait also have a swim speed of 30 ft.)
Keen Senses: The giant lizard gains a +5 bonus to all checks to detect hidden creatures.
Stealthy +5: The giant lizard gains a +5 bonus to all checks to avoid detection.
Spider Climb: The giant lizard can climb on smooth walls and upside down on horizontal surfaces. (Giant lizards with this trait also have a climb speed of 30 ft.)
Some giant lizards have one of these action options, replacing the normal bite attack.
Melee
Melee
For example, a crocodile is a giant lizard that has the Hold Breath trait and the clamping jaws melee attack.
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Lizardfolk
Medium Humanoid (Lizardfolk) |
|
|
Armor Class 12 |
|
|
Hit Points 11 (2d8 + 2) |
|
|
Speed 30 ft. |
|
|
Str 13 (+1) |
Dex 10 (+0) |
Con 13 (+1) |
Int 7 |
Wis 11 (+0) |
Cha 8 |
Alignment neutral
Languages Draconic
TRAITS
Hold Breath: The lizardfolk can hold its breath ten times longer than normal, and being underwater imposes no penalty on its attack rolls or checks.
ACTIONS
Multiattack: The lizardfolk makes one bite attack and one claws attacks.
Melee
Melee
ENCOUNTER BUILDING
Level 2 XP 30
Customization Options
Some lizardfolk employ shields (AC 14), stone greatclubs, and blowguns, using the following action options.
Multiattack: The lizardfolk makes two greatclub attacks.
Melee
Ranged
Lizardfolk Leader (King/Queen)
Medium Humanoid (Lizardfolk) |
|
|
Armor Class 13 |
|
|
Hit Points 45 (7d8 + 14) |
|
|
Speed 30 ft. |
|
|
Str 16 (+3) |
Dex 14 (+2) |
Con 15 (+2) |
Int 9 |
Wis 9 |
Cha 12 (+1) |
Alignment neutral evil
Languages Draconic
TRAITS
Hold Breath: The lizardfolk can hold its breath ten times longer than normal, and being underwater imposes no penalty on its attack rolls or checks.
ACTIONS
Multiattack: The lizardfolk makes one bite attack and one claws attacks, or two trident attacks.
Melee
Melee
Melee
ENCOUNTER BUILDING
Level 4 XP 210
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Lycanthrope: Werewolf
Medium Humanoid (Shapechanger)
Armor Class 12
Hit Points 22 (4d8 + 4); see Traits below
Speed 30 ft. |
|
|
Str 15 (+2) |
Dex 15 (+2) |
Con 12 (+1) |
Int 10 (+0) |
Wis 11 (+0) |
Cha 8 |
Alignment chaotic evil
Languages Common (cannot speak in wolf form)
TRAITS
Keen Senses: The werewolf gains a +5 bonus to all checks to detect hidden creatures.
Resistance: The werewolf is resistant to nonmagical weapons except those made of silver.
ACTIONS
Melee
Melee
Melee
Change Shape: The werewolf polymorphs into a Medium
While in hybrid form, it can make bite and claw attacks only. While in wolf form, it can make bite attacks only, and its speed becomes 40 feet. In both forms, the werewolf gains
The werewolf reverts to its natural form when killed.
ENCOUNTER BUILDING
Level 4 XP 150
Manticore
Large Monstrosity |
|
|
Armor Class 12 |
|
|
Hit Points 51 (6d10 + 18) |
|
|
Speed 30 ft., fly 50 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 17 (+3) |
Dex 15 (+2) |
Con 17 (+3) |
Int 5 |
Wis 12 (+1) |
Cha 9 |
Alignment lawful evil
Languages Common
ACTIONS
Multiattack: The manticore makes two claw attacks and one bite attack, or three tail spike attacks. The targets of these tail spike attacks must be within 30 feet of each other.
Melee
Melee
Ranged
ENCOUNTER BUILDING
Level 5 XP 340
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Medusa
Medium Monstrosity |
|
|
Armor Class 12 |
|
|
Hit Points 33 (6d8 + 6) |
|
|
Speed 30 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 10 (+0) |
Dex 15 (+2) |
Con 12 (+1) |
Int 12 (+1) |
Wis 13 (+1) |
Cha 15 (+2) |
Alignment lawful evil
Languages Common
TRAITS
Petrifying Gaze: A living creature that starts its turn within 30 feet of the medusa and can see the medusa must either avert its eyes or make a DC 12 Constitution saving throw against petrification (if the target is surprised, it cannot avert its eyes). A target that averts its eyes has disadvantage on attack rolls until the start of its next turn. Failed Save: The target is restrained. The target can use its action to make a DC 12 Constitution check. If the check fails or is not made, the target turns to stone permanently.
A medusa can be affected by its own gaze if it sees its own eyes reflected on a polished surface that’s within 30 feet of it and in an area of bright light.
ACTIONS
Multiattack: The medusa makes one snake hair attack and one short sword attack, or two longbow attacks.
Melee
Melee
Ranged
ENCOUNTER BUILDING
Level 4 XP 140
Mimic
Medium Monstrosity (Shapechanger)
Armor Class 12
Hit Points 45 (7d8 + 14) |
|
|
Speed 15 ft. |
|
|
Senses darkvision 50 ft. |
|
|
Str 17 (+3) |
Dex 12 (+1) |
Con 15 (+2) |
Int 4 |
Wis 13 (+1) |
Cha 8 |
Alignment neutral
Languages — (see Encounter Building)
TRAITS
Adhesive: Any limb or weapon that touches a mimic becomes stuck to it. If a creature’s limb is stuck, the creature is restrained. It requires a DC 12 Strength check and an action to free a stuck weapon or limb, and once a creature frees all of its stuck limbs, it is no longer restrained. The organic adhesive in the mimic’s skin that causes this stickiness fails if the mimic dies.
Immunity: The mimic cannot be knocked prone.
ACTIONS
Melee
Change Shape: The mimic polymorphs into any simple Medium object and can remain in this form indefinitely. The mimic’s statistics do not change, but it loses its Ooze Stability trait. A DC 17 Intelligence or Wisdom check reveals that the creature is not what it appears to be, but not the mimic’s true form. The mimic reverts to its natural form when killed.
ENCOUNTER BUILDING
Level 4 XP 150
Mimic Varieties
Mimics come in two varieties. Most are carnivorous predators that crush prey to death and slowly consume it. Such mimics don’t speak. However, a few mimics are more intelligent (Intelligence 8 to 10) and can speak a language (usually Common). Such mimics are likely to be friendly to those who offer bribes of food or treasure. A smarter mimic sometimes leads others of the more feral variety.
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Mind Flayer
Medium Aberration |
|
|
Armor Class 13 |
|
|
Hit Points 44 (8d8 + 8) |
|
|
Speed 30 ft. |
|
|
Str 11 (+0) |
Dex 14 (+2) |
Con 12 (+1) |
Int 19 (+4) |
Wis 17 (+3) |
Cha 17 (+3) |
Alignment lawful evil
Languages Common, Undercommon
TRAITS
Magic Resistance: The mind flayer has advantage on saving throws against magical effects.
Telepathy: The mind flayer can communicate telepathically with any creature within 100 feet of it that can understand a language.
ACTIONS
Melee
Melee
Mind Blast (Recharge 6): The mind flayer emits psychic energy in a
Read Thoughts: The mind flayer chooses a creature it can see within 30 feet of it and attempts to read its mind. The chosen creature must succeed on a DC 13 Wisdom saving throw. Failed Save: The mind flayer can read the target’s surface thoughts for 1 minute. During that minute, the mind flayer also has advantage on Charisma checks made to deceive the target and Wisdom checks made to sense the target’s intentions.
Sense Thoughts: The mind flayer becomes aware of the presence of creatures within 100 feet of it that have an Intelligence score of 5 or higher.
ENCOUNTER BUILDING
Level 5 XP 430
Minotaur
Large Monstrosity |
|
|
Armor Class 12 |
|
|
Hit Points 52 (7d10 + 14) |
|
|
Speed 40 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 18 (+4) |
Dex 11 (+0) |
Con 15 (+2) |
Int 6 |
Wis 16 (+3) |
Cha 9 |
Alignment chaotic evil
Languages Common, Giant
TRAITS
Keen Senses: The minotaur gains a +5 bonus to all checks to detect hidden creatures.
Labyrinthine Recall: The minotaur can perfectly recall any path it has traveled, and it is immune to the maze spell.
Rage +10: The minotaur can take disadvantage on any melee attack roll to gain a +10 bonus to that attack’s damage roll.
ACTIONS
Melee
Melee
Charge: The minotaur combines its move and its action into a powerful charge. It moves in a straight line up to its speed and a minimum of 10 feet, then makes a gore attack. If that attack hits, the target must make a DC 12 Strength saving throw. Failed Save: The target is knocked prone.
ENCOUNTER BUILDING
Level 5 XP 320
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Monkey, Carnivorous
Medium Beast |
|
|
Armor Class 12 |
|
|
Hit Points 6 (1d8 + 2) |
|
|
Speed 30 ft., climb 30 ft. |
|
|
Senses |
|
|
Str 14 (+2) |
Dex 14 (+2) |
Con 14 (+2) |
Int 4 |
Wis 12 (+1) |
Cha 7 |
Alignment unaligned
Languages —
ACTIONS
Melee
Pull Down: The monkey chooses a creature within its reach. That creature and the monkey engage in a Strength contest. Failed Contest: The creature is knocked prone.
REACTIONS
Assist: When another creature uses the pull down action against a target within the monkey’s reach, the saving throw DC increases by 2. The monkey loses its action on its next turn.
ENCOUNTER BUILDING
Level 1 XP 10
Mummy
Medium Undead
Armor Class 13
Hit Points 27 (6d8); see Traits below
Speed 20 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 16 (+3) |
Dex 10 (+0) |
Con 11 (+0) |
Int 6 |
Wis 14 (+2) |
Cha 15 (+2) |
Alignment lawful evil
Languages Common
TRAITS
Immunities: The mummy is immune to disease and poison. It cannot be charmed, frightened, paralyzed, stunned, or put to sleep. It does not need to eat, breathe, or sleep.
Resistances: The mummy is resistant to bludgeoning, piercing, necrotic, and slashing damage.
Vulnerability: The mummy is vulnerable to fire.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 5 XP 370
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Ochre Jelly
Large Ooze Armor Class 8
Hit Points 59 (7d10 + 21); see Traits and Reactions below
Speed 10 ft., climb 10 ft. |
|
|
Senses blindsight 60 ft. |
|
|
Str 15 (+2) |
Dex 6 |
Con 16 (+3) |
Int 1 |
Wis 3 |
Cha 3 |
Alignment unaligned
Languages —
TRAITS
Formless: The jelly can squeeze through gaps that are at least 1 inch wide.
Immunities: The jelly is immune to lightning and slashing damage (see also Reactions below). It cannot be charmed, frightened, or knocked prone.
Resistance: The jelly is resistant to acid.
Spider Climb: The jelly can climb on smooth walls and upside down on horizontal surfaces.
ACTIONS
Melee
REACTIONS
Split: When an ochre jelly with 10 hit points or more takes lightning or slashing damage, it splits into two jellies, each with hit points equal to half of the jelly’s current hit points, rounded down.
ENCOUNTER BUILDING
Level 4 XP 180
Ogre
Large Giant |
|
|
Armor Class 11 (hide) |
|
|
Hit Points 32 (5d10 + 5) |
|
|
Speed 40 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 18 (+4) |
Dex 8 |
Con 13 (+1) |
Int 5 |
Wis 7 |
Cha 7 |
Alignment chaotic evil
Languages Common, Giant
ACTIONS
Melee
Ranged
ENCOUNTER BUILDING
Level 4 XP 140
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Orc
Medium Humanoid (Orc) |
|
|
Armor Class 13 (studded leather) |
|
|
Hit Points 11 (2d8 + 2) |
|
|
Speed 30 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 14 (+2) |
Dex 10 (+0) |
Con 12 (+1) |
Int 7 |
Wis 11 (+0) |
Cha 10 (+0) |
Alignment chaotic evil
Languages Common, Orc
TRAITS
Relentless: If an attack reduces the orc to 0 hit points or fewer but doesn’t kill it outright, it is not knocked unconscious or killed as a result until the end of its next turn, provided it still has 0 hit points or fewer.
ACTIONS
Melee
Ranged
ENCOUNTER BUILDING
Level 3 XP 70
Orc Leader (Chieftain)
Medium Humanoid (Orc) |
|
|
Armor Class 16 (chain mail) |
|
|
Hit Points 32 (5d8 + 10) |
|
|
Speed 25 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 16 (+3) |
Dex 11 (+0) |
Con 14 (+2) |
Int 11 (+0) |
Wis 11 (+0) |
Cha 12 (+1) |
Alignment chaotic evil
Languages Common, Orc
TRAITS
Relentless: If an attack reduces the orc to 0 hit points or fewer but doesn’t kill it outright, it is not knocked unconscious or killed as a result until the end of its next turn, provided it still has 0 hit points or fewer.
ACTIONS
Multiattack: The orc makes two greataxe attacks or two shortbow attacks.
Melee
Ranged
Battle Cry (1/Day): Friendly creatures with the Relentless trait that can see or hear the orc gain a +5 bonus to damage rolls until the orc’s next turn.
ENCOUNTER BUILDING
Level 5 XP 340
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Orog
Medium Humanoid (Orc) |
|
|
Armor Class 14 (ring mail) |
|
|
Hit Points 19 (3d8 + 6) |
|
|
Speed 25 ft. |
|
|
Senses darkvision 60 ft. |
|
|
Str 16 (+3) |
Dex 10 (+0) |
Con 14 (+2) |
Int 10 (+0) |
Wis 11 (+0) |
Cha 10 (+0) |
Alignment chaotic evil
Languages Common, Orc
TRAITS
Relentless: If an attack reduces the orog to 0 hit points or fewer but doesn’t kill it outright, it is not knocked unconscious or killed as a result until the end of its next turn, provided it still has 0 hit points or fewer.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 3 XP 120
Otyugh
Large Aberration |
|
|
Armor Class 13 |
|
|
Hit Points 84 (8d10 + 40) |
|
|
Speed 20 ft. |
|
|
Senses darkvision 100 ft. |
|
|
Str 18 (+4) |
Dex 11 (+0) |
Con 21 (+5) |
Int 6 |
Wis 13 (+1) |
Cha 6 |
Alignment neutral
Languages —
TRAITS
Grappler: The otyugh has advantage on attack rolls against a creature grappled by it.
Limited Telepathy: The otyugh can communicate telepathically with any creature within 100 feet of it that can understand a language. The extent of this communication is limited to simple ideas only.
ACTIONS
Multiattack: The otyugh makes one bite attack and two tentacle attacks.
Melee
Melee
Tentacle Slam: Each creature grappled by the otyugh must make a DC 11 Strength saving throw. Failed Save: 8 (1d8 + 4) bludgeoning damage, and the target is stunned until the end of its next turn. Successful Save: Half damage, and the target is not stunned.
ENCOUNTER BUILDING
Level 7 XP 1,030
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Owlbear
Large Monstrosity |
|
|
Armor Class 12 |
|
|
Hit Points 42 (5d10 + 15) |
|
|
Speed 30 ft. |
|
|
Str 18 (+4) |
Dex 11 (+0) |
Con 17 (+3) |
Int 3 |
Wis 12 (+1) |
Cha 8 |
Alignment unaligned
Languages —
TRAITS
Grappler: The owlbear has advantage on attack rolls against a creature grappled by it.
ACTIONS
Multiattack: The owlbear makes two claw attacks and one bite attack. If the owlbear hits one Medium or smaller target with both claw attacks, the target is grappled and is restrained while grappled.
Melee
Melee
ENCOUNTER BUILDING
Level 5 XP 330
Pegasus
Large Beast |
|
|
Armor Class 14 |
|
|
Hit Points 34 (4d10 + 12) |
|
|
Speed 60 ft., fly 120 ft. |
|
|
Senses |
|
|
Str 18 (+4) |
Dex 15 (+2) |
Con 16 (+3) |
Int 10 (+0) |
Wis 13 (+1) |
Cha 13 (+1) |
Alignment chaotic good
Languages understands Common and Elvish
ACTIONS
Multiattack: The pegasus makes a bite attack and two hoof attacks.
Melee
Melee
ENCOUNTER BUILDING
Level 5 XP 300
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Phanaton
Small Humanoid (Phanaton) Armor Class 11
Hit Points 3 (1d6)
Speed 25 ft., climb 25 ft., fly 40 ft. (see the Glide trait) Senses
Str 6 |
Dex 13 (+1) |
Con 10 (+0) |
Int 9 |
Wis 12 (+1) |
Cha 11 (+0) |
Alignment chaotic good |
|
|
Languages Common, Elvish |
|
TRAITS
Glide: When the phanaton flies, it cannot ascend, and it must descend 5 feet for every 10 feet traveled horizontally.
Stealthy +5: The phanaton gains a +5 bonus to all checks to avoid detection.
ACTIONS
Melee
Melee or Ranged
ENCOUNTER BUILDING
Level 1 XP 10
Customization Options
Some phanatons have the following action option.
Phanaton Warrior
Small Humanoid (Phanaton) Armor Class 13 (leather)
Hit Points 10 (3d6)
Speed 25 ft., climb 25 ft., fly 40 ft. (see the Glide trait) Senses
Str 8 |
Dex 14 (+2) |
Con 10 (+0) |
Int 9 |
Wis 12 (+1) |
Cha 11 (+0) |
Alignment chaotic good |
|
|
Languages Common, Elvish |
|
TRAITS
Glide: When the phanaton flies, it cannot ascend, and it must descend 5 feet for every 10 feet traveled horizontally.
Stealthy +5: The phanaton gains a +5 bonus to all checks to avoid detection.
ACTIONS
Multiattack: The phanaton makes one bite attack and one dagger attack, or two dagger attacks.
Melee
Melee or Ranged
ENCOUNTER BUILDING
Level 1 XP 20
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Rakasta
Medium Humanoid (Rakasta) |
|
|
Armor Class 13 (leather) |
|
|
Hit Points 5 (1d8 + 1) |
|
|
Speed 30 ft. |
|
|
Senses |
|
|
Str 11 (+0) |
Dex 14 (+2) |
Con 12 (+1) |
Int 10 (+0) |
Wis 9 |
Cha 10 (+0) |
Alignment any |
|
|
Languages Common
ACTIONS
Melee
Ranged
Pounce: The rakasta moves up to its speed. If it moves at least 10 feet and ends its movement so that at least one creature is in its reach, it makes two claw attacks.
ENCOUNTER BUILDING
Level 1 XP 20
Rakasta
Medium Humanoid (Rakasta) |
|
|
Armor Class 15 (studded leather) |
|
|
Hit Points 11 (2d8 + 2) |
|
|
Speed 30 ft. |
|
|
Senses |
|
|
Str 12 (+1) |
Dex 14 (+2) |
Con 12 (+1) |
Int 10 (+0) |
Wis 9 |
Cha 10 (+0) |
Alignment any |
|
|
Languages Common
ACTIONS
Melee
Ranged
Pounce: The rakasta moves up to its speed. If it moves at least 10 feet and ends its movement so that at least one creature is in its reach, it makes two claw attacks.
If the rakasta is mounted, it can use its own movement to pounce after its mount moves. In addition, if both of the rakasta’s claw attacks hit the same target, the target falls prone.
ENCOUNTER BUILDING
Level 2 XP 30
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Rakshasa
Medium Fiend
Armor Class 15
Hit Points 110 (13d8 + 52); see Traits below
Speed 40 ft. |
|
|
Str 22 (+6) |
Dex 18 (+4) |
Con 19 (+4) |
Int 18 (+4) |
Wis 15 (+2) |
Cha 20 (+5) |
Alignment lawful evil
Languages Common
TRAITS
Spellcasting: The rakshasa casts one of the following spells: at
ENCOUNTER BUILDING
Level 12 |
XP 5,710 |
Blessed Vulnerability: The rakshasa drops to 0 hit points and is immediately destroyed when a creature scores a critical hit against it using a crossbow while under the effects of a bless spell.
Magic Immunity: The rakshasa is immune to spells of 6th level or lower, and it makes saving throws against spells of 7th level or higher with advantage. A rakshasa can choose to be affected by its own spells.
Resistance: The rakshasa is resistant to nonmagical weapons.
ACTIONS
Multiattack: The rakshasa makes one bite attack and two claw attacks.
Melee
Melee
Disguise Self: The rakshasa assumes the illusory form of any Small or Medium humanoid and can maintain this illusion indefinitely. A DC 14 Intelligence or Wisdom check reveals that the creature is not what it appears to be, but not the rakshasa’s true form. A true seeing spell reveals the rakshasa’s natural form. The rakshasa can dispel the illusion at any time (no action required). The effect also ends when the rakshasa is killed.
Read Thoughts: The rakshasa chooses a creature it can see within 30 feet of it and attempts to read its mind. The chosen creature must make a DC 14 Wisdom saving throw. Failed Save: The rakshasa can read the target’s surface thoughts for 1 minute. During that minute, the rakshasa also has advantage on Charisma checks made to deceive the target and Wisdom checks made to sense the target’s intentions.
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Rat, Cave
Tiny Beast |
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Armor Class 11 |
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Hit Points 2 (1d4) |
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Speed 15 ft., climb 15 ft. |
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Str 6 |
Dex 11 (+0) |
Con 10 (+0) |
Int 3 |
Wis 10 (+0) |
Cha 4 |
Alignment unaligned
Languages —
TRAITS
Pack Tactics: The rat gains a cumulative +1 bonus to attack rolls, to a maximum of +5, for each friendly creature that is within 5 feet of its target.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 1 XP 10
Rat, Dire
Small Beast |
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Armor Class 12 |
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Hit Points 5 (1d8 + 1) |
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Speed 20 ft., climb 20 ft. |
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Str 8 |
Dex 13 (+1) |
Con 12 (+1) |
Int 3 |
Wis 12 (+1) |
Cha 4 |
Alignment unaligned
Languages —
TRAITS
Pack Tactics: The rat gains a cumulative +1 bonus to attack rolls, to a maximum of +5, for each friendly creature that is within 5 feet of its target.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 1 XP 10
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Roc
Gargantuan Beast |
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Armor Class 13 |
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Hit Points 115 (10d12 + 50) |
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Speed 20 ft., fly 80 ft. |
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Str 24 (+7) |
Dex 15 (+2) |
Con 20 (+5) |
Int 3 |
Wis 13 (+1) |
Cha 9 |
Alignment unaligned
Languages —
TRAITS
Keen Senses: The roc gains a +5 bonus to all checks to detect hidden creatures.
ACTIONS
Melee
Melee
ENCOUNTER BUILDING
Level 7 XP 1,210
Roper
Large Monstrosity
Armor Class 11
Hit Points 153 (18d10 + 54)
Speed 10 ft., climb 10 ft.
Senses darkvision 30 ft., tremorsense 50 ft.
Str 18 (+4) |
Dex 8 |
Con 17 (+3) |
Int 7 |
Wis 16 (+3) |
Cha 6 |
Alignment neutral evil |
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Languages Common, Terran |
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TRAITS
Hide in Plain Sight: The roper can hold itself so still that it appears to be a stalagmite, a stalactite, or another rock formation. A DC 17 Intelligence or Wisdom check reveals that the rock formation is, in fact, a roper.
Spider Climb: The roper can climb on smooth walls and upside down on horizontal surfaces.
Stealthy +8: The roper gains a +8 bonus to all checks to avoid detection.
ACTIONS
Multiattack: The roper makes two tendril attacks and one reel attack.
Melee
Melee
Reel: The roper pulls a creature it is grappling up to 25 feet toward it in a straight line. If the grappled creature is adjacent to the roper at the end of this movement, the roper can make a bite attack with advantage against the grappled creature as a part of this same action.
ENCOUNTER BUILDING
Level 7 XP 1,190
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Rust Monster
Medium Beast |
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Armor Class 14 |
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Hit Points 16 (3d8 + 3) |
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Speed 50 ft. |
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Senses darkvision 60 ft. |
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Str 13 (+1) |
Dex 17 (+3) |
Con 13 (+1) |
Int 2 |
Wis 13 (+1) |
Cha 8 |
Alignment unaligned
Languages —
TRAITS
Rust: Each time the rust monster is struck by a metal weapon, and each time it hits a suit of armor or metal weapon with its antennae, the armor or weapon is rusted. If the armor or weapon is magical, its wearer or wielder can make a DC 11 Dexterity saving throw. Successful Save: The armor or weapon is not rusted.
A rusted item takes a cumulative and permanent
ACTIONS
Multiattack: The rust monster makes one antennae attack and one bite attack.
Melee
Melee
ENCOUNTER BUILDING
Level 2 XP 40
Skeleton
Medium Undead
Armor Class 13 (armor scraps, shield)
Hit Points 9 (2d8); see Traits below |
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Speed 30 ft. |
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Senses darkvision 60 ft. |
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Str 11 (+0) |
Dex 10 (+0) |
Con 10 (+0) |
Int 6 |
Wis 8 |
Cha 3 |
Alignment lawful evil
Languages understands Common
TRAITS
Immunities: The skeleton is immune to disease and poison. It cannot be charmed, frightened, or put to sleep. It does not need to sleep, eat, or breathe.
Resistance: The skeleton is resistant to piercing damage.
Vulnerability: The skeleton is vulnerable to bludgeoning damage.
ACTIONS
Melee
Ranged
ENCOUNTER BUILDING
Level 1 XP 10
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Snake, Giant
Large Beast
Armor Class 12
Hit Points 22 (3d10 + 6)
Speed 30 ft., climb 15 ft., swim 30 ft.
Str 15 (+2) |
Dex 16 (+3) |
Con 14 (+2) |
Int 2 |
Wis 12 (+1) |
Cha 6 |
Alignment unaligned |
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Languages — |
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TRAITS
Diverse: Giant snakes come in many varieties. As a result, the DM can customize a giant snake by choosing one or more optional traits and actions (see sidebar) to best reflect the nature of the creature.
ACTIONS
Melee
ENCOUNTER BUILDING
Level 2 XP 50
Level 3 XP 70 with poisonous bite
Customization Options
Some giant snakes have one or more of the following traits.
Hold Breath: The snake can hold its breath ten times longer than normal, and being underwater imposes no penalty on its attack rolls or checks.
Stealthy +5: The snake gains a +5 bonus to all checks to avoid detection.
Some giant snakes have one or more of the following action options.
Melee
The following attack replaces the snake’s bite attack.

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Spider, Giant
Large Beast |
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Armor Class 12 |
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Hit Points 16 (3d10) |
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Speed 30 ft., climb 30 ft. |
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