Skip's Guide to Monsters - Part 1 This guide is a conversion of various monsters from the 3e/3.5e books Monster Manual and Fiend Folio that didn't make the cut for 5e yet. I'm also converting several monsters that weren't quite faithful in their official conversions to 5e, with the intention that, if that monster was used in a 3e adventure, my conversion would be appropriate for the adventure where the official version isn't. This isn't a proper sourcebook, homebrew or not. None of the monsters in this guide are of my own creation and reprinting the lore that others have written is impolite at best. Ideally this guide should be used in conjunction with the books that these creatures were originally printed in. In place of lore are my thoughts and justification of the conversion process. I'm not converting everything word-for-word. There are many design conventions in 5e which do not match those of previous editions, especially concerning damage or condition immunities and resistances, nonabilities, and innate spellcasting. When converting these monsters I'll be removing those abilities where appropriate to make them feel more like 5e monsters and less like obvious conversions of ADnD/3.5e monsters. Aboleth, Mage Some aboleths take up the study of magic to enhance their powers of domination. You'd think their spellbooks would get soggy, but I guess that isn't an issue for them. What do they write with? I decided not to increase their hit points; similar wizard-variant creatures, such as Blagothkus from HotDQ, don't get a hit point increase or even lose hit points. If a higher CR is desired, I would increase the Aboleth's hit points and/or grant it additional tentacle attacks. Variant: Aboleth Mage An aboleth mage is an ordinary aboleth with a challenge rating of 11 (7,200 XP) and the ability to cast spells as a wizard. The following trait is appropriate for an average aboleth mage. Other aboleth mages might have different spells prepared, or cast spells as a wizard of a higher or lower level. Spellcasting. The aboleth is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The aboleth has the following wizard spells prepared: Cantrips: mage hand, message, prestidigitation, ray of frost

1st level (4 slots): charm person, detect magic, magic missile, shield

2nd level (3 slots): blur, darkness, see invisibility

3rd level (3 slots): counterspell, dispel magic, lightning bolt

4th level (3 slots): greater invisibility, phantasmal killer

5th level (2 slots): hold monster, scrying Achaierai Achaierai are four-legged flightless avian creatures from the plane of Acheron. They can release a toxic black cloud that confuses targets. I was divided on whether the achaierai should be a fiend or a monstrosity. I went with fiend, since they're evil Outsiders in 3.5e and that would prefer their interaction with spells that affect extraplanar creatures. I dropped their Charisma score; in 3.5e most Outsiders have higher Charisma just for being outsiders, but achaierai don't really seem like skilled negotiators and lack any spell-like abilities. I also dropped their Spell Resistance. Achaierai Large fiend, neutral evil Armor Class 15 (natural armour)

15 (natural armour) Hit Points 75 (10d10 + 20)

75 (10d10 + 20) Speed 50 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 14 (+2) 10 (+0) 14 (+2) 7 (−2) Skills Perception +4, Stealth +3

Perception +4, Stealth +3 Senses darkvision 60 ft., passive Perception 14

darkvision 60 ft., passive Perception 14 Languages Infernal

Infernal Challenge 4 (1,100 XP) Actions Multiattack. The achaierai makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Black Cloud (3/Day). The achaierai releases a cloud of toxic black smoke. Each creature within 10 feet of the achaierai must succeed on a DC 12 Constitution saving throw or it takes 7 (2d6) poison damage and can't take reactions for 1 minute. The target can't move, and on each of its turns it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Allip Allip are wraith-like undead creatures spawned from creatures driven to suicide by madness. Their touch drains Wisdom like a Shadow drains Strength, and their babbling hypnotizes nearby creatures.

Allip Medium undead, neutral evil Armor Class 12

12 Hit Points 36 (8d8)

36 (8d8) Speed 0 ft., fly 30 ft. STR DEX CON INT WIS CHA 6 (−2) 14 (+2) 11 (+0) 11 (+0) 11 (+0) 17 (+3) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison

necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10

darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life but can't speak

understands the languages it knew in life but can't speak Challenge 1 (200 XP) Babble. An allip constantly mutters to itself. All sane creatures that start their turn within 60 feet of the Allip or enter the area for the first time on their turn and can hear the allip must succeed on a DC 13 Wisdom saving throw or be incapacitated and unable to move for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the allip's Babble for the next 24 hours. Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Wisdom Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) psychic damage, and the target's Wisdom score is reduced by 1d4. The target dies if this reduces its Wisdom score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Angel While the Planetar and Solar in the 5e Monster Manual might represent an average angel, some angels might have the ability to cast spells as high-level Clerics. Additionally, angels can be of any good alignment, and do not tend towards law. Variant: Angel Spellcasting Some angels have the ability to cast divine spells as a cleric. These angels have a challenge rating of 17 (18,000 XP) (if they are a planetar) or 22 (41,000 XP) (if they are a solar). They can prepare spells from the Light, Tempest, and War domains as if they were cleric spells. The following trait is appropriate for an average spellcasting angel; other angels might have different spells prepared, though this might affect their challenge rating. Spellcasting. The angel is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks for a planetar; spell save DC 22, +14 to hit with spell attacks for a solar). The angel has the following cleric spells prepared: Cantrips: guidance, light, sacred flame, spare the dying, thaumaturgy

1st level (4 slots): bless, command, guiding bolt, sanctuary, shield of faith

2nd level (3 slots): aid, hold person, silence, spiritual weapon

3rd level (3 slots): daylight, dispel magic, mass healing word, remove curse

4th level (3 slots): banishment, death ward

5th level (3 slots): greater restoration, mass cure wounds

6th level (1 slots): heal, heroes' feast

7th level (1 slots): conjure celestial, divine word

8th level (1 slots): earthquake, holy aura

9th level (1 slots): mass heal

Aranea Aranea are arachnoid shapeshifters similar to lycanthropes. They also have a small amount of sorcerous ability. Aranea Medium monstrosity (shapechanger), neutral Armor Class 13

13 Hit Points 39 (6d8 + 12)

39 (6d8 + 12) Speed 50 ft. (30 ft. in humanoid or hybrid form), climb 25 ft. STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 14 (+2) 14 (+2) 13 (+1) 14 (+2) Senses darkvision 60 ft., passive Perception 11

darkvision 60 ft., passive Perception 11 Languages Common, Sylvan

Common, Sylvan Challenge 1 (200 XP) Shapechanger. The aranea can use its action to polymorph into a Medium spider-humanoid hybrid or into a Small or Medium humanoid, or back into its true form, which is that of a Medium spider. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Spellcasting. The aranea is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The aranea has the following sorcerer spells prepared: Cantrips: friends, minor illusion, poison spray, prestidigitation

1st level (3 slots): charm person, magic missile, silent image, sleep Spider Climb. The aranea can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the aranea knows the exact location of any other creature in contact with the same web. Web Walker. The aranea ignores movement restrictions caused by webbing. Actions Multiattack (Humanoid or Hybrid Form Only). The aranea makes two attacks, only one of which can be a bite. Bite (Spider or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Web (Spider or Hybrid Form Only, Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Archon Archons are a type of celestial which exemplify the Lawful Good alignment. There are three major types of archon: the lantern archon, hound archon, and trumpet archon. I removed a few special abilities common to archons: petrification immunity was removed from many similar creatures, such as dragons; the angels also lost their magic circle against evil; basically none of the creatures that used to have greater teleport at will have it anymore. I've simplified Aura of Menace into a Frightening Presence-style action option for Hound and Trumpet Archons; I don't see what's so menacing about a fuzzy ball of light. I've removed their innate spellcasting, since it didn't have anything very special in it. I increased the Lantern Archon's Strength to 3, since 1 Str is basically 5e's version of a nonability. I changed their size from Small to Tiny to make them more appropriate as familiars. I removed the Hound Archon's natural weapons, since it doesn't seem very noble for a hound archon to be biting at foes. I decided that the Hound Archon Hero would work best as a variant creature; I was a bit upset that the hero's attack and skill bonuses weren't getting increased along with its proficiency bonus, but there's a precedence for not doing so in published adventures, and doing so would make the variant too complicated. Lantern Archon Tiny celestial, lawful good Armor Class 10

10 Hit Points 5 (2d4)

5 (2d4) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 3 (−4) 11 (+0) 10 (+0) 6 (−2) 11 (+0) 10 (+0) Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons

lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities radiant

radiant Senses darkvision 60 ft., passive Perception 14

darkvision 60 ft., passive Perception 14 Languages all

all Challenge 1/8 (25 XP) Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Light Ray. Ranged Spell Attack: +2 to hit, range 30 ft., one target. Hit: 3 (1d6) radiant damage. Hound Archon Medium celestial, lawful good Armor Class 18 (plate)

18 (plate) Hit Points 52 (8d8 + 16)

52 (8d8 + 16) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 10 (+0) 13 (+1) 13 (+1) Skills Insight +3, Perception +3

Insight +3, Perception +3 Damage Resistances lightning, radiant; bludgeoning, piercing, and slashing from nonmagical weapons

lightning, radiant; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 13

darkvision 60 ft., passive Perception 13 Languages all

all Challenge 4 (1,100 XP) Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Mutliattack. The archon makes two melee weapon attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Menace. A righteous aura surrounds the archon. Each creature of the archon's choice within 20 feet of the archon must succeed on a DC 11 Charisma saving throw or become frightened for 1 hour. The frightened condition ends if the archon dies, the creature hits the archon with an attack, or the archon is out of sight for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Menace for the next 24 hours. Change Shape. The archon polymorphs into a canine beast of Small to Large size that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (archon's choice).

In its new form, the archon retains its alignment and hit points, its Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Variant: Hound Archon Hero Some hound archons have advanced martial training and righteous magic. These archons have a challenge rating of 8 (3,900 XP) and the following adjustments to their statblock: The archon has 104 (16d8 + 32) hit points.

The archon's Charisma score is 16 (+3).

The archon can attack three times when it uses the Multiattack action.

The archon deals an additional 9 (2d8) radiant damage when it hits with a weapon attack. Spellcasting. The archon is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The archon has the following paladin spells prepared: 1st level (4 slots): cure wounds, detect evil and good, divine favor, thunderous smite

2nd level (3 slots): branding smite, lesser restoration, magic weapon Trumpet Archon Medium celestial, lawful good Armor Class 16 (natural armour)

16 (natural armour) Hit Points 142 (15d8 + 75)

142 (15d8 + 75) Speed 40 ft., fly 90 ft. STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 20 (+5) 16 (+3) 16 (+3) 16 (+3) Skills Perception +8, Performance +8

Perception +8, Performance +8 Damage Resistances lightning, radiant; bludgeoning, piercing, and slashing from nonmagical weapons

lightning, radiant; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 18

darkvision 60 ft., passive Perception 18 Languages all

all Challenge 13 (10,000 XP) Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Spellcasting. The archon is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The archon has the following cleric spells prepared: Cantrips: light, sacred flame, spare the dying, thaumaturgy

1st level (4 slots): bless, command, guiding bolt, shield of faith

2nd level (3 slots): aid, hold person, spiritual weapon

3rd level (3 slots): daylight, dispel magic, mass healing word

4th level (3 slots): banishment, death ward

5th level (2 slots): dispel evil and good, mass cure wounds

6th level (1 slots): heal

7th level (1 slots): divine word Trumpet. The archon carries a large trumpet. While holding the trumpet, the archon can take the Paralyzing Awe action by blowing it. As a bonus action, the archon can magically transform the trumpet into a greatsword. Attack rolls made with the greatsword are magical, and the weapon deals an additional 27 (6d8) radiant damage when the archon hits with it. If the trumpet is stolen, it becomes a chunk of useless metal until the archon recovers it. Actions Mutliattack. The archon can use its Menace; it then makes three melee weapon attacks. Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 27 (6d8) radiant damage. Menace. A righteous aura surrounds the archon. Each creature of the archon's choice within 20 feet of the archon must succeed on a DC 16 Charisma saving throw or become frightened for 1 hour. The frightened condition ends if the archon dies, the creature hits the archon with an attack, or the archon is out of sight for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Menace for the next 24 hours. Paralyzing Awe. The archon's trumpet produces beautiful music. Each creature of the archon's choice within 100 feet of the archon must succeed on a DC 16 Wisdom saving throw or be paralyzed. The target can repeat the save at the end of each of its turns, ending the paralyzed condition on itself on a success.

Arrowhawk Arrowhawks are strange bird-like creatures from the Elemental Plane of Air. They have a bite attack, and can fire a ray of electricity. Juvenile Arrowhawk Small elemental, neutral Armor Class 15

15 Hit Points 27 (6d6 + 6)

27 (6d6 + 6) Speed 0 ft., fly 60 ft. STR DEX CON INT WIS CHA 12 (+1) 21 (+5) 12 (+1) 10 (+0) 13 (+1) 13 (+1) Skills Perception +5

Perception +5 Damage Resistances cold, fire

cold, fire Damage Immunities acid, lightning, poison

acid, lightning, poison Condition Immunities poisoned

poisoned Senses darkvision 60 ft., passive Perception 15

darkvision 60 ft., passive Perception 15 Languages Auran

Auran Challenge 2 (450 XP) Dive Attack. If the arrowhawk is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. Flyby. The arrowhawk doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Sight. The arrowhawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Electricity Ray. Ranged Spell Attack: +7 to hit, range 50 ft., one target. Hit: 9 (2d8) electricity damage. I decided to let them use Dexterity on their spell attack, which is a little unusual. But that's how it worked in 3.5e, and the arrowhawk lacks any high mental scores to use instead. Adult Arrowhawk Medium elemental, neutral Armor Class 15

15 Hit Points 65 (10d8 + 20)

65 (10d8 + 20) Speed 0 ft., fly 60 ft. STR DEX CON INT WIS CHA 15 (+2) 21 (+5) 15 (+2) 10 (+0) 13 (+1) 13 (+1) Skills Perception +5

Perception +5 Damage Resistances cold, fire

cold, fire Damage Immunities acid, lightning, poison

acid, lightning, poison Condition Immunities poisoned

poisoned Senses darkvision 60 ft., passive Perception 15

darkvision 60 ft., passive Perception 15 Languages Auran

Auran Challenge 4 (1,100 XP) Dive Attack. If the arrowhawk is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. Flyby. The arrowhawk doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Sight. The arrowhawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Electricity Ray. Ranged Spell Attack: +7 to hit, range 50 ft., one target. Hit: 13 (3d8) electricity damage. Elder Arrowhawk Large elemental, neutral Armor Class 15

15 Hit Points 133 (14d10 + 56)

133 (14d10 + 56) Speed 0 ft., fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 21 (+5) 18 (+4) 10 (+0) 13 (+1) 13 (+1) Skills Perception +7

Perception +7 Damage Resistances cold, fire

cold, fire Damage Immunities acid, lightning, poison

acid, lightning, poison Condition Immunities poisoned

poisoned Senses darkvision 60 ft., passive Perception 17

darkvision 60 ft., passive Perception 17 Languages Auran

Auran Challenge 7 (2,900 XP) Dive Attack. If the arrowhawk is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. Flyby. The arrowhawk doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Sight. The arrowhawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. Electricity Ray. Ranged Spell Attack: +8 to hit, range 50 ft., one target. Hit: 18 (4d8) electricity damage.

Athach Athaches are misshapen giants with a third arm extending from the center of their chest. Their bite is poisonous. Like with ettercaps, I decided to change their type from aberration to something more appropriate; in this case, giant. If you disagree, it's a simple change to make. I reduced their Strength score from 26 to 23; they were as strong as a stone giant in 3.5e, and stone giants have 23 strength in 5e. Their CR had to be increased by a couple points; that's just what happens with a creature with four attacks, huge weapons, and 23 Strength. Athach Huge giant, chaotic evil Armor Class 13 (hide armour)

13 (hide armour) Hit Points 161 (14d12 + 70)

161 (14d12 + 70) Speed 50 ft. STR DEX CON INT WIS CHA 23 (+6) 13 (+1) 21 (+5) 7 (−2) 12 (+1) 6 (−2) Skills Perception +5

Perception +5 Senses darkvision 60 ft., passive Perception 14

darkvision 60 ft., passive Perception 14 Languages Giant

Giant Challenge 10 (5,900 XP) Actions Multiattack. The athach makes four attacks: one with its bite and three with its morningstars. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. Morningstar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Barghest, Greater According to 5e lore, a barghest returns to Gehenna to serve its masters when it has consumed 17 goblinoid souls. A greater barghest in this context would be a barghest that has completed this task and returned to Gehenna, which the PCs either encounter there or summoned onto the Material Plane. Barghests were given a significant power boost upon conversion to 5e, so greater barghests likewise needed a power boost. In 3.5e barghests were Medium-sized and greater barghests were Large; since barghests are Large in 5e, it made sense to make greater barghests Huge. You might decide to have Barghests tend towards lawful evil, as they did in 3.5e. Additionally, they did not have the Fire banishment trait; if you want more faithful Barghests, removing that trait is an option which does not affect the barghest's challenge rating. Additionally, such barghests speak Worg in addition to their other languages. Greater Barghest Huge fiend, neutral evil Armor Class 18 (natural armour)

18 (natural armour) Hit Points 133 (14d12 + 42)

133 (14d12 + 42) Speed 60 ft. (30 ft. in goblin form) STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 17 (+3) 17 (+3) 16 (+3) 18 (+4) Skills Deception +8, Intimidation +8, Perception +11, Stealth +6

Deception +8, Intimidation +8, Perception +11, Stealth +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, poison

acid, poison Condition Immunities poisoned

poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 21

blindsight 60 ft., darkvision 60 ft., passive Perception 21 Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft.

Abyssal, Common, Goblin, Infernal, telepathy 60 ft. Challenge 9 (5,000 XP) Shapechanger. The barghest can use its action to polymorph into a Large goblinoid or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies. Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 10 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest. Keen Smell. The barghest has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting. The barghest's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: levitate, minor illusion, pass without trace

1/day each: charm person, dimension door, enlarge/reduce (enlarge only, 5 targets), invisibility (6th-level), suggestion Actions Multiattack. The barghest makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack (true form only): +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Variant: Barghest Wolf Forms Some barghests are able to take the form of a wolf as well as a goblinoid. In this form, bargests can bite but lose their claw attack. barghests take the form of a Medium wolf, while greater barghests take the form of a Large dire wolf. Basilisk, Greater Abyssal Abyssal Greater Basilisks are a larger variant of the Basilisk that hail from the abyss. Abyssal Greater Basilisk Large fiend, chaotic evil Armor Class 15 (natural armour)

15 (natural armour) Hit Points 209 (22d10 + 88)

209 (22d10 + 88) Speed 20 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (−1) 18 (+4) 6 (−2) 8 (−1) 7 (−2) Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison

poison Condition Immunities poisoned

poisoned Senses darkvision 60 ft., passive Perception 9

darkvision 60 ft., passive Perception 9 Languages understands Abyssal but can't speak

understands Abyssal but can't speak Challenge 10 (5,900 XP) Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage plus 14 (4d6) poison damage. Belker Belkers are evil creatures of elemental air. Their primary attack is to be inhaled by an enemy and rip them apart from the inside. Belker Large elemental, neutral evil Armor Class 15

15 Hit Points 60 (8d10 + 16)

60 (8d10 + 16) Speed 30 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 14 (+2) 21 (+5) 14 (+2) 6 (−2) 11 (+0) 11 (+0) Damage Immunities poison

poison Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained

grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10

darkvision 60 ft., passive Perception 10 Languages Auran

Auran Challenge 3 (700 XP) Smoke Form. The belker can use a bonus action to enter a smoke form, or return to its solid form. While in smoke form, the belker can enter a hostile creature's space and stop there, and can move through a space as narrow as 1 inch wide without squeezing. If a creature starts its turn in the belker's space, it must succeed on a DC 15 Constitution saving throw or inhale part of the belker. The belker solidifies this part into a claw, which rips at the creature from the inside dealing 7 (3d4) slashing damage. The target must repeat the save at the end of each of its turns, taking another 7 (3d4) slashing damage on a failed save, and ending the effect on itself on a successful one. Actions Multiattack. The belker makes two attacks: one with its claws and one with its wings. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Wings. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Blink Dog Some blink dogs might have the following trait, which is a rough emulation of the blink ability possessed by Blink Dogs in 3.5e: Ethereal Jaunt. As a bonus action, the blink dog can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Celestial Creature A celestial creature is like a normal creature, but is from one of the upper planes. I decided to let them retain the usual celestial damage resistances; if you don't like that (for example, because angels don't get those damage resistances anymore), you might remove all but the radiant resistance. Celestial Template A creature with origins in the upper planes is similar to a member of that species from the Material Plane, with the following adjustments: Resistances The creature is resistant to acid, cold, lightning, and radiant damage.

Senses The creature gains darkvision with a radius of 60 ft. Chaos Beast The chaos beast is an ever-changing creature from Limbo that transforms other creatures into more of its own. In 3.5e the chaos beast had low HP and damage for its CR because Corporeal Instability was just so powerful. I decided to try to keep its CR at least 5 or higher, so I had to increase its physical ability scores, damage die, HP, etc. In 3.5e getting hit with Corporeal Instability is a death sentence without a restoration spell; an affected creature can temporarily stave off the effects with a Charisma check, but there's no way to permanently remove it without a spell. This isn't the sort of thing that happens in 5e, for better or worse, so I allowed a save each round to end the effect. In addition, I decided to have the effect deal psychic damage each round, and cause a creature reduced to 0 hit points while unstable become a chaos beast. Chimera Some chimeras might have a dragon head of a colour other than red. The following table lists the damage types and areas for the breath weapons for the various basic chromatic dragon varieties. The damage is the same for all types. All lines are 5 feet wide. Chimera Breath Weapons 1d10 Head Colour Breath Weapon 1-2 Black 30-foot line of acid 3-4 Blue 30-foot line of lightning 5-6 Green 15-foot cone of poison 7-8 Red 15-foot cone of fire 9-10 White 15-foot cone of cold Chaos Beast Medium aberration, chaotic neutral Armor Class 15 (natural armour)

15 (natural armour) Hit Points 90 (12d8 + 36)

90 (12d8 + 36) Speed 20 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0) Damage Immunities poison

poison Senses darkvision 60 ft., passive Perception 10

darkvision 60 ft., passive Perception 10 Languages —

— Challenge 5 (1,800 XP) Unstable Form. The chaos beast's form constantly shifts. If an effect changes the chaos beast's form (such as petrification or the polymorph spell), it reverts to its usual, unstable form at the start of its next turn. Actions Multiattack. The chaos beast slams twice. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning, piercing, or slashing damage (chaos beast's choice). If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become a spongy, amorphous mass. The creature drops whatever it is holding. The creature takes 13 (2d12) psychic damage at the start of each of its turns and uses its action to make a melee attack against a randomly determined creature within range. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature rendered amorphous by this ability is reduced to 0 hit points, it becomes a chaos beast.

Delver Delvers are huge, bizzare subterranean creatures. They are covered in corrosive slime. Delver Huge aberration, neutral Armor Class 19 (natural armour)

19 (natural armour) Hit Points 161 (14d12 + 70)

161 (14d12 + 70) Speed 30 ft., burrow 10 ft. STR DEX CON INT WIS CHA 25 (+7) 13 (+1) 21 (+5) 14 (+2) 14 (+2) 12 (+1) Damage Immunities acid

acid Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12

darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages Terran, Undercommon

Terran, Undercommon Challenge 8 (3,900 XP) Corrosive Slime. A creature that touches the delver immediately takes 7 (2d6) acid damage (included in the attack), and then takes an additional 7 (2d6) acid damage at the start of its next turn. The delver's acid deals maximum damage against creatures made of stone. Actions Multiattack. The delver slams twice. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 7 (2d6) acid damage. Demon Many outsiders have the ability to cast greater teleport at will in 3.5e. However, in 5e not even Pit Fiends and Balors have access to unlimited teleportation, and there isn't even an equivalent to greater teleport/teleport without error. If you want to do your best to implement this into 5e, I would grant Babau, Balors, Chasme, Glabrezu, Hezrou, Mariliths, Nalfeshnee, Succubi/Incubi, Vrocks, Barbed Devils, Bearded Devils, Bone Devils, Erinyes Devils, Horned Devils, Ice Devils, Pit Fiends, Lantern Archons, Hound Archons, Trumpet Archons, and Ghaele Eladrins the following trait. If the creature already has the Innate Spellcasting trait, add teleport (self only) to its list of at-will spells. If the creature has the Teleport action, it is effectively replaced by this ability and should be removed; you don't need to be able to teleport 120 feet if you can teleport halfway across the world. Innate Spellcasting. The creature can innately cast teleport (self only), requiring no material components. Its spellcasting ability is Charisma. Demon, Balor Some balors cast spells innately, and have the following trait. It does not affect the balor's challenge rating. Innate Spellcasting. The balor's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components: At will: confusion, dispel magic, dominate monster, telekinesis

1/day each: fire storm Demon, Bebilith Bebiliths are huge, spider-like demons that hunt mortals and other demons. They are not tanar'ri, and thus exist outside of normal demon "society". Their bite is poisonous (and unlike that of a normal spider, it deals Constitution damage instead of Strength), and their claws can rip the armour off of opponents. Demon, Dretch Even some dretch have some small magical ability, and have the following trait. It does not affect the dretch's challenge rating. Innate Spellcasting (1/Day). The dretch can innately cast stinking cloud (spell save DC 6), requiring no material components. Its spellcasting ability is Charisma. Demon, Hezrou Some hezrou can become gaseous in order to escape combat or sneak into fortified areas. They have the following trait, which does not affect their challenge rating: Innate Spellcasting (3/Day). The hezrou can innately cast gaseous form (self only), requiring no material components. Its spellcasting ability is Charisma. Demon, Marilith Some mariliths can cast some spells, and some can even change shape. These mariliths have the following trait and/or action option, neither of which affect the marilith's challenge rating: Innate Spellcasting. The marilith's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: blade barrier, telekinesis 1/day each: polymorph

Change Shape. The marilith polymorphs into a Small or Medium humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (marilith's choice).

In its new form, the marilith retains its alignment and hit points, its Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Bebilith Huge fiend, chaotic evil Armor Class 17 (natural armour)

17 (natural armour) Hit Points 195 (17d12 + 85)

195 (17d12 + 85) Speed 40 ft., climb 20 ft. STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 21 (+5) 11 (+0) 13 (+1) 13 (+1) Skills Perception +5, Stealth +5

Perception +5, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

bludgeoning, piercing, and slashing from nonmagical weapons Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15

blindsight 30 ft., darkvision 60 ft., passive Perception 15 Languages understands Abyssal but can't speak, telepathy 120 ft. (works only with bebiliths)

understands Abyssal but can't speak, telepathy 120 ft. (works only with bebiliths) Challenge 11 (7,200 XP) Innate Spellcasting. The bebilith can innately cast plane shift (self only), requiring no material components. Its spellcasting ability is Charisma. Rend Armour. If the bebilith hits an armour-wearing creature with two claw attacks in a single turn, it rends the creature's armour, which takes a permanent and cumulative −2 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. Actions Multiattack. The bebilith makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 21 (6d6) poison damage. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 17 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Demon, Retriever Retrievers are demonic constructs which resemble metallic bebiliths. They shoot lasers from their fricken' eyes, man. Demon robots with eye lasers. So cool. Retriever Huge construct, chaotic evil Armor Class 20 (natural armour)

20 (natural armour) Hit Points ~210 (14d12 + 70)

~210 (14d12 + 70) Speed 40 ft., climb 20 ft. STR DEX CON INT WIS CHA 25 (+7) 17 (+3) 21 (+5) 3 (−4) 11 (+0) 1 (−5) Damage Immunities poison, psychic

poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyze, petrified, poisoned

charmed, exhaustion, frightened, paralyze, petrified, poisoned Senses darkvision 60 ft., passive Perception 10

darkvision 60 ft., passive Perception 10 Languages understands Abyssal but can't speak

understands Abyssal but can't speak Challenge 13+ (3,900 XP) Find Target. The retriever knows the distance to and direction of any creature or object it has been ordered to find, even if they are on different planes of existence. Actions Multiattack. The retriever makes six attacks: one with its bite, four with its claws, and one with with its eye rays. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the retriever can't use its bite against another target. Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 7) slashing damage. Eye Rays. The retriever shoots one of the following magical eye rays at a creature it can see within 90 feet of it. 1. Fire Ray. The target must make a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much on a successful one. 1. Cold Ray. The target must make a DC 16 Dexterity saving throw, taking 42 (12d6) cold damage on a failed save, or half as much on a successful one. 1. Electricity Ray. The target must make a DC 16 Dexterity saving throw, taking 42 (12d6) lightning damage on a failed save, or half as much on a successful one. 1. Petrification Ray. The targeted creature must make a DC 16 Constitution saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Glabrezu Wishes Some glabrezu have the ability to grant wishes to mortals. When such a glabrezu grants a wish, it can't do so again for 1 month. To be granted a wish, a creature within 60 feet of the glabrezu states a desired effect to it. The glabrezu can then cast the wish spell on the creature's behalf to bring about the effect. Unless the wish is used to create pain and suffering, the glabrezu demands either terrible evil acts or great sacrifice as compensation. Demon, Nalfeshnee Some nalfeshnees can cast spells innately, and have the following trait which does not affect their challenge rating: Innate Spellcasting. The Nalfeshnee's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: call lightning, dispel magic 3/day each: slow 1/day each: feeblemind Demon, Succubus In 3.5e, Succubi/Incubi are tanar'ri demons, not merely non-specific fiends. If you wish to keep this in 5e, it's as easy as adding (demon) to their list of subtypes, granting them immunity to poison damage and the poisoned condition, and granting them the Magic Resistance trait (I don't really need to reprint it here, do I?). And, of course, their alignment is chaotic evil, not neutral evil. Some succubi have the ability to read minds, like a doppelganger does. All of the other Succubi spell-like abilities have already been converted, so I figured this was appropriate for bringing in the last one: Read Thoughts. The fiend magically reads the suface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the fiend can continue reading its thoughts, as long as the fiend's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the fiend has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Vrock Some vrocks can cast spells innately, and have the following trait which does not affect their challenge rating: Innate Spellcasting. The Nalfeshnee's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: telekinesis 1/day each: heroism, mirror image Destrachan Destrachans are evil, blind, dungeon-dwelling intelligent beasts that attack with sonic blasts. Destrachans are resistant to sonic effects; for 5e, I've represented this by resistance to Thunder damage and advantage on saving throws against becoming deafened. I've also reduced their Charisma score a bit because it made sense to. Destrachan Large abberation, neutral evil Armor Class 15 (natural armour)

15 (natural armour) Hit Points 85 (10d10 + 30)

85 (10d10 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 12 (+1) 15 (+2) 8 (−1) Skills Perception +8, Stealth +7

Perception +8, Stealth +7 Damage Resistances thunder

thunder Senses blindsight 120 ft. (blind beyond this radius), passive Perception 18

blindsight 120 ft. (blind beyond this radius), passive Perception 18 Languages understands Common but can't speak

understands Common but can't speak Challenge 5 (1,800 XP) Echolocation. The destrachan can't use its blindsight while deafened. It has advantage on saving throws against being deafened. Keen Hearing. The destrachan has advantage on Wisdom (Perception) checks that rely on hearing. Actions Multiattack. The destrachan attacks twice with its claws. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Destructive Harmonics. The destrachan blasts sonic energy in either a 90-foot cone or a 30-foot radius (destrachan's choice). All targets within the area are subject to one of the following effects: Flesh. All creatures must make a DC 14 Constitution saving throw, taking 28 (8d6) thunder damage on a failed save, or half as much damage on a successful one.

All creatures must make a DC 14 Constitution saving throw, taking 28 (8d6) thunder damage on a failed save, or half as much damage on a successful one. Nerves. All creatures must make a DC 14 Constitution saving throw, taking 35 (10d6) thunder damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points, it is unconscious but stable.

All creatures must make a DC 14 Constitution saving throw, taking 35 (10d6) thunder damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points, it is unconscious but stable. Material. The destrachan chooses wood, stone, metal, or glass. All objects of that material take 20 thunder damage.

Derro: Death by Sunlight Sunlight is poison to Derro, and being exposed to it for a long period of time is fatal. Every hour the derro is exposed to sunlight, the Derro takes 5 radiant damage that cannot be reduced by any means, and the derro's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the derro takes a long rest in darkness. The derro dies if this damage reduces its hit point maximum to 0. Devils So, CRs for devils got completely messed up in 5e , and it would be way too involved to try to bring them back in order . Just look at the following table: Devil Ranking by CR 3.5e 5e Pit Fiend (20) Pit Fiend (20) Malebranche (16) Gelugon (14) Gelugon (13) Erinyes (12) Hamatula (11) Malebranche (11) Osyluth (9) Osyluth (9) Erinyes (8) Kyton (8) Kyton (6) Hamatula (5) Barbazu (5) Barbazu (3) Imp (2) Imp (1) In order to fix these, I'd need the following statblocks: a CR 15-17 Malebranche, A CR 8-9 Erinyes, and a CR 10-13 Hamatula. For the purposes of balancing the other devils presented in the 3.5e Monster Manual, I'll pretend like those statblocks already exist. Ugh I hate myself. Baatezu devils were resistant to acid damage in 3.5e, and you might decide to carry this into 5e as well. They speak Celestial and Draconic in addition to Infernal. All devils but chain devils, hellcats, and imps are baatezu; lemures are baatezu, but they still only understand Infernal. Devil, Chain Chain devils are not Baatezu and do not have a few of the traits common to that race. Chain devils are immune to cold, but not fire, poison, or the poisoned condition (nor are they resistant to acid, if you're using my variant). They can't see in magical darkness, they are not telepathic, and they speak Common in addition to Infernal. Devil, Erinyes This statblock represents an average Erinyes; you might decide to use the one in the Monster Manual to describe an Erinyes officer. Grant such an Erinyes the Innate Spellcasting trait from this statblock, but the spell save DC is 16. Likewise, this Erinyes can also use the Rope of Entanglement variant presented with that statblock. Fury Medium fiend (devil), lawful evil Armor Class 16 (natural armour)

16 (natural armour) Hit Points 90 (12d8 + 36)

90 (12d8 + 36) Speed 20 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 16 (+3) Saving Throws Dex +6, Con +6, Wis +5, Cha +6

Dex +6, Con +6, Wis +5, Cha +6 Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Damage Immunities fire, poison

fire, poison Condition Immunities poisoned

poisoned Senses truesight 120 ft., passive Perception 12

truesight 120 ft., passive Perception 12 Languages Infernal, telepathy 120 ft.

Infernal, telepathy 120 ft. Challenge 8 (7,200 XP) Innate Spellcasting. The fury's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: charm person, minor illusion Magic Resistance. The fury has advantage on saving throws against spells and other magical effects. Magic Weapons. The fury's weapon attacks are magical. Actions Multiattack. The fury makes two melee attacks or three ranged attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 4) slashing damage if used in two hands. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 14 (4d6) fire damage.

Malebranche Large fiend (devil), lawful evil Armor Class 20 (natural armour)

20 (natural armour) Hit Points 199 (19d10 + 95)

199 (19d10 + 95) Speed 20 ft., fly 60 ft. STR DEX CON INT WIS CHA 25 (+7) 21 (+5) 21 (+5) 12 (+1) 16 (+3) 19 (+4) Saving Throws Str +12, Dex +10, Wis +8, Cha +9

Str +12, Dex +10, Wis +8, Cha +9 Skills Deception +9, Insight +8, Intimidation +9, Perception +8, Stealth +10

Deception +9, Insight +8, Intimidation +9, Perception +8, Stealth +10 Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Damage Immunities fire, poison

fire, poison Condition Immunities poisoned

poisoned Senses darkvision 120 ft., passive Perception 18

darkvision 120 ft., passive Perception 18 Languages Infernal, telepathy 120 ft.

Infernal, telepathy 120 ft. Challenge 15 (13,000 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Fear Aura. Any creature hostile to the devil that starts its turn within 5 feet of the devil must make a DC 17 Wisdom saving throw, unless the devil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the devil's Fear Aura for the next 24 hours. Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: 3/day each: dispel evil and good, fireball, lightning bolt, major image Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Regeneration. The devil regains 5 hit points at the start of its turn. If the devil takes radiant damage, this trait doesn't function at the start of the devil's next turn. The devil dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The devil makes five melee attacks: four with its spiked chain and one with its tail. It can use Hurl Flame in place of any melee attack. Spiked Chain. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (4d4 + 7) slashing damage. If thet target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the end of the devil's next turn. Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) piercing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 18 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to staunch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Hurl Flame. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 21 (6d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Devil, Horned Horned devils, or Malebranche, are near the top of the infernal hierarchy, second only to the Pit Fiends and their duke and archduke masters. This statblock is significantly more powerful that that in the 5e Monster Manual; maybe the official is a particularly weak horned devil or just don't exist, while this one represents the average horned devil. Devil, Bone Bone devils do not have wings and fly magically, at a speed of 60 ft. (hover). Some bone devils might have wings, but they would be an exception to the norm. Some bone devils exude a frightening aura. They have the following trait. Normally, it would affect their challenge rating, but I don't think that's necessary due to the limited range: Fear Aura. Any creature hostile to the devil that starts its turn within 5 feet of the devil must make a DC 15 Wisdom saving throw, unless the devil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the devil's Fear Aura for the next 24 hours. Some bone devils can cast a spell number of spells innately: Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: fly, invisibility (self only), major image, wall of ice

Hamatula Medium fiend (devil), lawful evil Armor Class 18 (natural armour)

18 (natural armour) Hit Points 153 (18d8 + 72)

153 (18d8 + 72) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 16 (+3) Saving Throws Str +8, Con +8, Wis +6, Cha +7

Str +8, Con +8, Wis +6, Cha +7 Skills Deception +7, Insight +6, Perception +10

Deception +7, Insight +6, Perception +10 Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Damage Immunities fire, poison

fire, poison Condition Immunities poisoned

poisoned Senses darkvision 120 ft., passive Perception 20

darkvision 120 ft., passive Perception 20 Languages Infernal, telepathy 120 ft.

Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) Barbed Hide. A creature that touches the devil or hits it with a melee attack while within 5 feet of it takes 5 (1d10) piercing damage. At the start of each of its turns, the devil deals 16 (3d10) piercing damage to any creature grappling it (this already includes the damage caused by touching the devil). Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: hold person, major image Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes three melee attacks: two with its claws and one with its tail. Alternatively, it can use Hurl Flame twice. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 5 (1d10) piercing damage, and the target is grappled (escape DC 16). Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. If thet target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the start of its next turn. If a creature's saving throw is successful, the creature can't be frightened by the devil's tail for the next 24 hours. Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Devil, Ice Ice devils can fly at a speed of 60 ft. (hover). Some ice devils regenerate hit points slowly, like a troll, and have a challenge rating of 15 (13,000 XP) and the following trait: Regeneration. The devil regains 5 hit points at the start of its turn. If the devil takes radiant damage, this trait doesn't function at the start of the devil's next turn. The devil dies only if it starts its turn with 0 hit points and doesn't regenerate. Some bone devils exude a frightening aura. They have the following trait: Fear Aura. Any creature hostile to the devil that starts its turn within 10 feet of the devil must make a DC 17 Wisdom saving throw, unless the devil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the devil's Fear Aura for the next 24 hours. Still more, some ice devils can cast a small number of spells at will: Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: cone of cold, ice storm, major image Devil, Imp Imps are not Baatezu and do not have a few of the traits common to that race. Imps are only resistant to fire, not immune, and are not resistant to cold (nor are they resistant to acid, if you're using my variant). They can't see in magical darkness. Some can magically charm others, and have the following special trait: Innate Spellcasting (1/Day). The imp can innately cast suggestion (spell save DC 12), requiring no material components. Its spellcasting ability is Charisma. Devil, Hellcat Hellcats, or bezekira, are essentially the feline analogue to the hellhound. They are not baatezu, and do not have special traits common to that race. Hellcats are invisible in any light bright enough for a human to see, but give off a faint glow while in darkness.

Hellcat Large fiend (devil), lawful evil Armor Class 14

14 Hit Points 85 (10d10 + 30)

85 (10d10 + 30) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 17 (+3) 9 (−1) 14 (+2) 9 (−1) Skills Perception +8, Stealth +7

Perception +8, Stealth +7 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Senses darkvision 120 ft., passive Perception 18

darkvision 120 ft., passive Perception 18 Languages understands Infernal but can't speak, telepathy 120 ft.

understands Infernal but can't speak, telepathy 120 ft. Challenge 5 (1,800 XP) Almost Invisible. The hellcat is transparant and gives off the faintest of glows. It is invisible while in any light bright enough for a human to see. In darkness, they appear as a faintly glowing outline visible up to 30 feet away. Keen Smell. The hellcat has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The hellcat has advantage on saving throws against spells and other magical effects. Pounce. If the hellcat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the hellcat can make one bite attack against it as a bonus action. Actions Multiattack. The hellcat attacks twice with its claws. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Devil, Pit Fiend Pit fiends are the mightiest of the non-unique devils. For once, 5e actually kept an Innate Spellcasting trait, though it isn't quite good enough for my tastes. Some pit fiends are capable of casting more spells, and have a CR of 22 (41,000 XP) and the following trait: Innate Spellcasting. The pit fiend's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: At will: detect magic, dispel magic, fireball, invisibility, major image

3/day each: hold monster, wall of fire

1/day each: meteor swarm, power word stun

1/year: wish Some pit fiends regenerate, and have the following trait. Ordinarily it would affect the pit fiend's challenge rating, but high level PCs will almost always be able to deal some amount of radiant damage every turn, and the regeneration is so little it probably wouldn't matter anyways. Regeneration. The pit fiend regains 10 hit points at the start of its turn. If the devil takes radiant damage, this trait doesn't function at the start of the devil's next turn. The devil dies only if it starts its turn with 0 hit points and doesn't regenerate. Devourer Devourers were changed significantly upon conversion to 5e; this is a list of changes to make to 5e statblock to bring it more in-line with the 3.5e version. The Devourer is an undead, not a fiend. However, it can be affected by spells and effects which normally only affect fiends.

When a creature dies while imprisoned within the devourer, the devourer can convert the creature into spell energy instead of the usual benefits. The devourer gains 5 charges for each Hit Die of the devoured creature. It can only have charges from one creature at a time; when a devourer gains spell charges and still has charges remaining, it chooses which charges to keep.

The Devourer can use its action to expend 1 or more of its charges to cast one of the following spells (spell save DC 16): chill touch (3d8 damage, 1 charge), confusion (3 charges), ray of enfeeblement (1 charge), suggstion (2 charges), true seeing (3 charges). Its spellcasting ability is Charisma.

Digester Digesters are strange creatures which spray digestive acid out of a hose in their "head" and then slurp up the remains. They kind of look like raptors with strange-looking heads. Digester Medium monstrosity, unaligned Armor Class 13 (natural armor)

13 (natural armor) Hit Points 75 (10d8 + 30)

75 (10d8 + 30) Speed 60 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 17 (+3) 4 (−3) 12 (+1) 8 (−1) Damage Immunities acid

acid Senses darkvision 60 ft., passive Perception 18

darkvision 60 ft., passive Perception 18 Languages —

— Challenge 3 (700 XP) Keen Smell. The digester has advantage on Wisdom (Perception) checks that rely on smell. Standing Leap. The digester's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Acid Stream. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 36 (8d8) acid damage. Acid Spray. The digester sprays acid in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Dire Animal: Bear, Lion, Tiger, Wolverine Most of the dire animals in 3.5e were converted to 5e and just dubbed "Giant" animals, but are otherwise just a name change. However, the Dire Bear, Dire Lion, Dire Tiger, and Dire Wolverine seem to be missing, for whatever reason. So here they are. They're basically just normal animals, but stronger, so there's not much commentary to be had here. Dire Bear Large animal, unaligned Armor Class 13 (natural armor)

13 (natural armor) Hit Points 180 (19d10 + 76)

180 (19d10 + 76) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 18 (+4) 2 (−4) 13 (+1) 8 (−1) Skills Perception +4

Perception +4 Senses passive Perception 14

passive Perception 14 Languages —

— Challenge 7 (2,900 XP) Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Dire Lion Large animal, unaligned Armor Class 14 (natural armor)

14 (natural armor) Hit Points 105 (14d10 + 28)

105 (14d10 + 28) Speed 50 ft. STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 15 (+2) 4 (−3) 12 (+1) 8 (−1) Skills Perception +4, Stealth +7

Perception +4, Stealth +7 Senses passive Perception 14

passive Perception 14 Languages —

— Challenge 5 (1,800 XP) Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the lion can long jump up to 30 feet. Actions Multiattack. The lion makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Dire Wolverine Large animal, unaligned Armor Class 16 (natural armor)

16 (natural armor) Hit Points 57 (6d10 + 24)

57 (6d10 + 24) Speed 30 ft., climb 15 ft. STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 18 (+4) 3 (−4) 12 (+1) 10 (+0) Skills Perception +3, Stealth +7

Perception +3, Stealth +7 Senses passive Perception 13

passive Perception 13 Languages —

— Challenge 4 (1,100 XP) Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Feral Rage. Whenever the wolverine takes damage, it enters a rage at the start of its next turn. The rage lasts for 1 minute or until the wolverine is incapacitated. While raging, the wolverine gains the following benefits: The wolverine has advantage on Strength checks and Strength saving throws.

When it makes a melee weapon attack, the wolverine gains a +2 bonus on the damage roll.

The wolverine is resistant to bludgeoning, piercing, and slashing damage. Actions Multiattack. The woverine makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Dire Tiger Large animal, unaligned Armor Class 15 (natural armor)

15 (natural armor) Hit Points 182 (24d10 + 50)

182 (24d10 + 50) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 15 (+2) 15 (+2) 4 (−3) 12 (+1) 10 (+0) Skills Perception +4, Stealth +8

Perception +4, Stealth +8 Senses passive Perception 14

passive Perception 14 Languages —

— Challenge 8 (3,900 XP) Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. Actions Multiattack. The lion makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Displacer Beast, Pack Lord Displacer beasts sometimes give birth to mutant offspring which grow to much larger sizes that ordinary displacer beasts. These mutants oftentimes lead bands of their smaller fellows. They're just like ordinary displacer beasts, but bigger and stronger. I added two claw attacks, even though neither the 3.5e nor the 5e displacer beast has any, to increase the Pack Lord's CR. Displacer Beast Pack Lord Huge monstrosity, lawful evil Armor Class 14 (natural armor)

14 (natural armor) Hit Points 230 (20d12 + 100)

230 (20d12 + 100) Speed 40 ft. STR DEX CON INT WIS CHA 24 (+7) 13 (+1) 20 (+5) 6 (−2) 12 (+1) 8 (−1) Senses darkvision 60 ft., passive Perception 11

darkvision 60 ft., passive Perception 11 Languages —

— Challenge 12 (8,400 XP) Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This strait is also disrupted while the displacer beast is incapacitated or has a speed of 0. Actions Multiattack. The displacer beast makes five attacks: one with its bite, two with its claws, and two with its tentacles. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage. Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 4 (1d8) piercing damage. Dragon, True Dragons were kept relatively faithful upon their conversion to 5e (thankfully for me), but there are a few things that I'd like to tweak just to bring them a little closer and fix a few bits that might cause continuity errors in adventures and whatnot. The first is that not all wyrmlings are Medium-sized. In fact, White, Black, Brass, and Copper Wyrmlings are all tiny-sized, and only the most powerful of dragons (Red and Gold) have Medium-sized offspring at birth. To fix this, I've introduced four "Baby Dragon" statblocks for the four weakest types of true dragon. Also is the lack of the Great Wyrm category of dragon. Is it necessary? Probably not, but I did it anyways. Essentially they are just Ancient dragons but more powerful, just like Ancient dragons are just Adult dragons but more powerful. And finally is a variant for dragon spellcasters which is more powerful than the Dragons as Innate Spellcasters variant in the 5e Monster Manual. That variant would be more useful for representing the dragon's spell-like abilities, while the variant in this guide is more fitting for actual dragon sorcerer spellcasting. Dragon, Green Green dragons are immune to acid, their breath weapon and bite attack deals acid damage instead of poison, and they are not immune to poison or the poisoned condition. Baby Black Dragon Tiny dragon, chaotic evil Armor Class 14 (natural armor)

14 (natural armor) Hit Points 10 (4d4)

10 (4d4) Speed 30 ft., fly 60 ft., swim 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 11 (+0) 8 (−1) 11 (+0) 11 (+0) Saving Throws Dex +4, Con +2, Wis +2, Cha +2

Dex +4, Con +2, Wis +2, Cha +2 Skills Perception +4, Stealth +4

Perception +4, Stealth +4 Damage Immunities acid

acid Senses darkvision 60 ft., passive Perception 14

darkvision 60 ft., passive Perception 14 Languages —

— Challenge 1/4 (50 XP) Amphibious. The dragon can breathe air and water. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 1 acid damage. Acid Breath (Recharge 5-6). The dragon exhales acid on a target within 5 feet. If the target is a creature, it must make a DC 10 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.

Baby Brass Dragon Tiny dragon, chaotic good Armor Class 12 (natural armor)

12 (natural armor) Hit Points 5 (2d4)

5 (2d4) Speed 30 ft., burrow 15 ft., fly 60 ft. STR DEX CON INT WIS CHA 11 (+0) 10 (+0) 11 (+0) 8 (−1) 11 (+0) 11 (+0) Saving Throws Dex +2, Con +2, Wis +2, Cha +2

Dex +2, Con +2, Wis +2, Cha +2 Skills Perception +4, Stealth +2

Perception +4, Stealth +2 Damage Immunities fire

fire Senses darkvision 60 ft., passive Perception 14

darkvision 60 ft., passive Perception 14 Languages —

— Challenge 1/8 (25 XP) Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire on a target within 5 feet. If the target is a creature, it must make a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

The dragon exhales fire on a target within 5 feet. If the target is a creature, it must make a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas on a target within 5 feet. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Baby Copper Dragon Tiny dragon, chaotic good Armor Class 13 (natural armor)

13 (natural armor) Hit Points 7 (3d4)

7 (3d4) Speed 30 ft., climb 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 11 (+0) 12 (+1) 11 (+0) 11 (+0) Saving Throws Dex +3, Con +2, Wis +2, Cha +2

Dex +3, Con +2, Wis +2, Cha +2 Skills Perception +4, Stealth +3

Perception +4, Stealth +3 Damage Immunities acid

acid Senses darkvision 60 ft., passive Perception 14

darkvision 60 ft., passive Perception 14 Languages —

— Challenge 1/4 (50 XP) Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid on a target within 5 feet. If the target is a creature, it must make a DC 10 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.

The dragon exhales acid on a target within 5 feet. If the target is a creature, it must make a DC 10 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas on a target within 5 feet. If the target is a creature, it must succeed on a DC 10 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Baby White Dragon Tiny dragon, chaotic evil Armor Class 12 (natural armor)

12 (natural armor) Hit Points 14 (4d4 + 4)

14 (4d4 + 4) Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 3 (−4) 10 (+0) 9 (−1) Saving Throws Dex +2, Con +3, Wis +2, Cha +1

Dex +2, Con +3, Wis +2, Cha +1 Skills Perception +4, Stealth +4

Perception +4, Stealth +4 Damage Immunities cold

cold Senses darkvision 60 ft., passive Perception 14

darkvision 60 ft., passive Perception 14 Languages —

— Challenge 1/8 (25 XP) Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 1 cold damage. Cold Breath (Recharge 5-6). The dragon exhales an icy blast of hail on a target within 5 feet. If the target is a creature, it must make a DC 11 Dexterity saving throw, taking 9 (2d8) cold damage on a failed save, or half as much damage on a successful one.

Variant: Dragons as Sorcerers While many dragons might cast spells innately, some have even greater arcane might, casting spells as sorcerers. For the purposes of this variant, a dragon's sorcerer level depends on their Charisma modifier. More or less powerful sorcerous dragons of various types and ages might exist (there's nothing stopping a particularly charismatic brass dragon wyrmling from becoming a 20th-level sorcerer), but I think this variant supplies a good baseline. Only dragons with Charisma scores of 14 or higher can cast spells as sorcerers. You might need to re-calculate the dragon's CR to account for its higher damage output if it has spells which deal damage, protect itself, or heal. Blue, Red, and Metallic dragons can learn spells from the cleric spell list or appropriate cleric domain lists as if they were sorcerer spells. A Dragon with a Charisma score of 14-15 (+2) casts spells as 5th-level sorcerer. The following trait would be appropriate for a young black dragon: Spellcasting. The dragon is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips: acid splash, dancing lights, mage hand, minor illusion, prestidigitation

1st level (4 slots): charm person, detect magic, ray of sickness

2nd level (3 slots): darkness, invisibility

3rd level (2 slots): fear A dragon with a Charisma score of 16-17 (+3) casts spells as a 7th-level sorcerer. The following trait would be appropriate for an adult brass dragon: Spellcasting. The dragon is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips: dancing lights, fire bolt, friends, message, prestidigitation

1st level (4 slots): charm person, comprehend languages, cure wounds

2nd level (3 slots): detect thoughts, hold person

3rd level (3 slots): counterspell, major image

4th level (1 slots): confusion A dragon with a Charisma score of 18-19 (+4) casts spells as a 9th-level sorcerer. The following trait would be appropriate for an ancient green dragon: Spellcasting. The dragon is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips: dancing lights, friends, message, poison spray, prestidigitation

1st level (4 slots): charm person, fog cloud, sleep

2nd level (3 slots): detect thoughts, misty step

3rd level (3 slots): counterspell, stinking cloud

4th level (3 slots): blight, dominate beast

5th level (1 slots): cloudkill A dragon with a Charisma score of 20-21 (+5) casts spells as an 11th-level sorcerer. The following trait would be appropriate for an ancient bronze dragon: Spellcasting. The dragon is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips: blade ward, friends, mending, shocking grasp, spare the dying, true strike

1st level (4 slots): comprehend languages, cure wounds, witch bolt

2nd level (3 slots): see invisibility, spiritual weapon

3rd level (3 slots): call lightning, mass healing word

4th level (3 slots): death ward, polymorph

5th level (2 slots): raise dead, telekinesis

6th level (1 slots): chain lightning A dragon with a Charisma score of 22-23 (+6) casts spells as an 13th-level sorcerer. The following trait would be appropriate for an ancient red dragon: Spellcasting. The dragon is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It has the following 13 sorcerer spells prepared: 6 Cantrips: blade ward, friends, mending, shocking grasp, spare the dying, true strike

1st level (4 slots): command, detect magic

2nd level (3 slots): hold person, scorching ray

3rd level (3 slots): clairvoyance, fear, fireball

4th level (3 slots): dimension door, freedom of movement

5th level (2 slots): scrying, wall of stone

6th level (1 slots): true seeing

7th level (1 slots): fire storm

Great Wyrm Black Dragon Gargantuan dragon, chaotic evil Armor Class 25 (natural armour)

25 (natural armour) Hit Points 536 (29d20 + 232)

536 (29d20 + 232) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 29 (+9) 14 (+2) 27 (+8) 18 (+4) 17 (+3) 21 (+5) Saving Throws Dex +10, Con +16, Wis +11, Cha +13

Dex +10, Con +16, Wis +11, Cha +13 Skills Perception +19, Stealth +10

Perception +19, Stealth +10 Damage Immunities acid

acid Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29

blindsight 60 ft., darkvision 120 ft., passive Perception 29 Languages Common, Draconic

Common, Draconic Challenge 27 (105,000 XP) Amphibious. The dragon can breathe air and water. Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage plus 13 (3d8) acid damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6). The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 81 (18d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 25 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 30 (6d6 + 9) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space. Variant: Magical Dragons Some dragons are more attuned with the arcane than others. Such arcane attunement only presents itself in dragons of Young age or older. These dragons have the following traits: Resistances. The dragon is resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons. Immunities. The dragon is immune to the paralyzed condition and can't be put to sleep. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Magic Weapons. The dragon's weapon attacks are magical.

Great Wyrm Blue Dragon Gargantuan dragon, chaotic evil Armor Class 25 (natural armour)

25 (natural armour) Hit Points 663 (34d20 + 306)

663 (34d20 + 306) Speed 40 ft., burrow 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 29 (+9) 20 (+5) 19 (+4) 23 (+6) Saving Throws Dex +9, Con +18, Wis +13, Cha +15

Dex +9, Con +18, Wis +13, Cha +15 Skills Perception +22, Stealth +9

Perception +22, Stealth +9 Damage Immunities lightning

lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 32

blindsight 60 ft., darkvision 120 ft., passive Perception 32 Languages Common, Draconic

Common, Draconic Challenge 29 (135,000 XP) Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 16 (3d10) lightning damage. Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 120 (20d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 27 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 31 (6d6 + 10) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.

Great Wyrm Green Dragon Gargantuan dragon, lawful evil Armor Class 24 (natural armour)

24 (natural armour) Hit Points 555 (30d20 + 240)

555 (30d20 + 240) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 29 (+9) 12 (+1) 27 (+8) 22 (+6) 19 (+4) 21 (+5) Saving Throws Dex +9, Con +16, Wis +12, Cha +13

Dex +9, Con +16, Wis +12, Cha +13 Skills Perception +20, Stealth +9

Perception +20, Stealth +9 Damage Immunities poison

poison Condition Immunities poisoned

poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 30

blindsight 60 ft., darkvision 120 ft., passive Perception 30 Languages Common, Draconic

Common, Draconic Challenge 28 (120,000 XP) Amphibious. The dragon can breathe air and water. Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage plus 14 (4d6) poison damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 120-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 98 (28d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 25 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 30 (6d6 + 9) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.

Great Wyrm Red Dragon Gargantuan dragon, chaotic evil Armor Class 25 (natural armour)

25 (natural armour) Hit Points 738 (36d20 + 360)

738 (36d20 + 360) Speed 40 ft., climb 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 20 (+5) 17 (+3) 25 (+7) Saving Throws Dex +9, Con +19, Wis +12, Cha +16

Dex +9, Con +19, Wis +12, Cha +16 Skills Perception +21, Stealth +9

Perception +21, Stealth +9 Damage Immunities fire

fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 31

blindsight 60 ft., darkvision 120 ft., passive Perception 31 Languages Common, Draconic

Common, Draconic Challenge 30 (155,000 XP) Exceptional Strength. The dragon has advantage on Strength checks and Strength saving throws. Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 21 (6d6) fire damage. Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6). The dragon exhales fire in a 120-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 119 (34d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 27 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 31 (6d6 + 10) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.

Great Wyrm White Dragon Gargantuan dragon, chaotic evil Armor Class 23 (natural armour)

23 (natural armour) Hit Points 507 (26d20 + 234)

507 (26d20 + 234) Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 28 (+9) 12 (+1) 14 (+2) 16 (+3) Saving Throws Dex +8, Con +17, Wis +10, Cha +11

Dex +8, Con +17, Wis +10, Cha +11 Skills Perception +18, Stealth +8

Perception +18, Stealth +8 Damage Immunities cold

cold Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28

blindsight 60 ft., darkvision 120 ft., passive Perception 28 Languages Common, Draconic

Common, Draconic Challenge 26 (90,000 XP) Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage plus 13 (3d8) fire damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 120-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 25 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 30 (6d6 + 9) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.

Great Wyrm Brass Dragon Gargantuan dragon, chaotic good Armor Class 23 (natural armour)

23 (natural armour) Hit Points 462 (25d20 + 200)

462 (25d20 + 200) Speed 40 ft., burrow 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) Saving Throws Dex +8, Con +16, Wis +11, Cha +13

Dex +8, Con +16, Wis +11, Cha +13 Skills Perception +19, Stealth +8

Perception +19, Stealth +8 Damage Immunities fire

fire Senses blindsight 60 ft., da