Aspect A deity, demon lord, or other immortal power can project their consciousness across the planes by manifesting an avatar called an aspect. Only the most faithful of a power's mortal followers can summon an aspect; such manifestations are temporary and have no psychic or spiritual connection to their power. Aspect of Tiamat While only a fraction of the deity's full strength, the Aspect of Tiamat is more powerful than all but the most ancient dragons. She is usually escorted by five young chromatic dragons of red, blue, green, black, and white. Tiamat's pride is so great that she will not take the shape of anything other than her true form. The avatar of the Dragon Queen might assume direct control of one of her cults, or claim the hoard and territory of an unworthy dragon. Lair Actions While it has no lair actions of its own, Tiamat's aspect can use the lair actions of any variety of chromatic dragon, as is suitable for its environment.

Aspect of Bahamut The aspect of the Platinum Dragon is always escorted by an honor guard of seven young gold dragons. In his humanoid shape, Bahamut assumes the form of a smiling, venerable old man in simple gray robes, his gold dragons disguised as seven yellow canaries. The aspect might act as an advisor for a promising sect of paladins, or serve as caretaker for one of Bahamut's most holy sites. Lair Actions While it has no lair actions of its own, the aspect can use the lair actions of any variety of metallic dragon, depending on its environment.

Aspect of Bahamut Huge celestial, lawful good Armor Class 19 (natural armor)

19 (natural armor) Hit Points 290 (20d12 + 160)

290 (20d12 + 160) Speed 40ft., fly 80 ft. STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 27 (+8) 24 (+7) 25 (+6) 24 (+7) Saving Throws Dex +6, Con +14, Wis +12, Cha +13

Dex +6, Con +14, Wis +12, Cha +13 Skills Insight +12, Perception +18, Religion +18

Insight +12, Perception +18, Religion +18 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks

radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhausted, frightened

charmed, exhausted, frightened Senses darkvision 120 ft., truesight 60 ft., passive Perception 28

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

Common, Celestial, Draconic Challenge 18 (20,000 XP) Innate Spellcasting (1/Day). The aspect can innately cast divine word (spell save DC 21). His spellcasting ability is Charisma. Legendary Resistance (3/Day). If the aspect fails a saving throw, he can choose to succeed instead. Magic Resistance. The aspect has advantage on saving throws against spells and other magical effects. Magic Weapons. The aspect's weapon attacks are magical. Regeneration. The aspect regains 10 hit points at the start of its turn. Actions Multiattack. The aspect can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2dl0 + 9) piercing damage. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the aspect's choice that is within 120 feet of the aspect and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for l 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 aspect's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6). The aspect uses one of the following breath weapons. Polar Breath. The aspect exhales freezing air in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Disintegrating Breath. The aspect exhales a beam of blue light in a 90-foot line that is 5 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 70 (20d6) force damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this breath weapon disintegrates a 10-foot cube of it. Gaseous Form Breath. The aspect exhales swirling silver mist in a 60-foot cone. Each creature in that area can choose to make a DC 21 Wisdom saving throw. Creatures that fail or forgo their save are transformed into a misty cloud, as the spell gaseous form. Unwilling creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. Otherwise this lasts for one hour, until the creature drops to 0 hit points, or until the aspect ends the effect as a bonus action. Change Shape. The aspect magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (the aspect's choice). In a new form, the aspect retains his alignment, hit points, hit dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form. Legendary Actions The aspect can take 3 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 aspect regains spent legendary actions at the start of his turn. Tail Attack. The aspect makes a tail attack. Wing Attack (Costs 2 Actions). The aspect beats his wings. Each creature within 10 feet of the aspect must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The aspect can then fly up to half his flying speed.

Aspect of Tiamat Huge fiend, chaotic evil Armor Class 19 (natural armor)

19 (natural armor) Hit Points 290 (20d12 + 160)

290 (20d12 + 160) Speed 40ft., fly 80 ft. STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 27 (+8) 22 (+5) 22 (+5) 26 (+7) Saving Throws Str +15, Dex +6, Wis +11

Str +15, Dex +6, Wis +11 Skills Arcana +18, Perception +18, Religion +18

Arcana +18, Perception +18, Religion +18 Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

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

poison Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned

blinded, charmed, deafened, frightened, poisoned, stunned Senses darkvision 120 ft., truesight 60 ft., passive Perception 28

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

Common, Draconic, Infernal Challenge 18 (20,000 XP) Innate Spellcasting (1/Day). The aspect can innately cast divine word (spell save DC 21). Her spellcasting ability is Charisma. Legendary Resistance (3/Day). If the aspect fails a saving throw, she can choose to succeed instead. Magic Resistance. The aspect has advantage on saving throws against spells and other magical effects. Magic Weapons. The aspect's weapon attacks are magical. Multiple Heads. The aspect can take one reaction per turn, rather than only one per round, and makes opportunity attacks with her bite. The aspect also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. Regeneration. The aspect regains 10 hit points at the start of her turn. Actions Multiattack. The aspect can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) piercing damage. Frightful Presence. Each creature of the aspect's choice that is within 120 feet of the aspect and aware of her must succeed on a DC 21 Wisdom saving throw or become frightened for l 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 aspect's Frightful Presence for the next 24 hours. Legendary Actions The aspect can take 3 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 aspect regains spent legendary actions at the start of her turn. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2dl0 + 9) piercing damage plus 5 (1d10) acid, cold, fire, lightning, or poison damage, determined by rolling on the breath weapon table. Reroll if that damage type has already been rolled this turn. Breath Weapon (Costs 2 Actions). The aspect uses one of the following breath weapons, determined by rolling on the following table. Reroll if that damage type has already been rolled this turn. Each creature in the area of the exhalation must make a DC 21 saving throw, the type of which is determined by the dragon head. A creature takes 23 (5d8) damage on a failed save, or half as much damage on a successful one. d10 Dragon Damage Shape Save 1-2 White Cold 60 ft. cone Con 3-4 Black Acid 5 by 90 ft. line Dex 5-6 Green Poison 60 ft. cone Con 7-8 Blue Lightning 5 by 90 ft. line Dex 9-0 Red Fire 60 ft. cone Dex

Beholder Ultimate Tyrant The most horrible of all beholders, ultimate tyrants emerge from the Far Realm to spread dark chaos in their wake. The ultimate tyrant is the pinnacle of beholderkind, drawing power from the madness of that unknowable place and commanding the allegiance of lesser beholders. Lair Actions An Ultimate Tyrant has the same lair actions as its lesser kin, but does not increase the challenge rating or XP reward. . Beholder Ultimate Tyrant Huge aberration, lawful evil Armor Class 19 (natural armor)

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

230 (20d12 + 100) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 20 (+5) 17 (+3) 15 (+2) 19 (+4) Saving Throws Int +10, Wis +9, Cha +10

Int +10, Wis +9, Cha +10 Skills Perception +15

Perception +15 Condition Immunities prone

prone Senses darkvision 120 ft., passive Perception 25

darkvision 120 ft., passive Perception 25 Languages Deep Speech, Undercommon

Deep Speech, Undercommon Challenge 21 (33,000 XP) Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye beams. Legendary Resistance (3/Day). If the beholder fails a saving throw, it can choose to succeed instead.

Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (4d8) piercing damage. Eye Beams. The beholder shoots one of the following magical eye beams of its choice, or up to three at random (rerolling duplicates): 1. Confusion Beam. Each creature in a 120-foot line that is 5 feet wide must succeed on a DC 18 Wisdom saving throw or be confused for 1 minute. While confused, it can't take reactions or move, and on its turn, the creature uses its action to make a melee or ranged attack against a randomly determined creature within range. If the creature can't attack, it does nothing on its turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Shock Beam. Each target in a 120-foot line that is 5 feet wide must make a DC 20 Constitution saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also paralyzed 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. 3. Terror Beam. Each creature in a 120-foot line that is 5 feet wide must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. While frightened by this effect, a creature that is able to move must take the Dash action and move away from the beholder by the safest available route on each of its turns, or drop prone if there is nowhere to move. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Freeze Beam. Each target in a 120-foot line that is 5 feet wide must make a DC 20 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. On a failed save, a creatures' speed is also halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Burn Beam. Each target in a 120-foot line that is 5 feet wide must make a DC 20 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. On a failed save, if the target is a creature or a flammable object, it ignites. Until a creature or an ally within 5 feet takes an action to douse the fire, the creature takes 9 (2d8) fire damage at the end of each of its turns. 6. Telekinesis Beam. Up to 3 targets that are within 120 feet of the beholder and within 10 feet of each other are gripped by a telekinetic force. If a target is a creature, it must succeed on a DC 20 Strength saving throw or the beholder moves it up to 50 feet in any direction. It is restrained by the beam's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If a target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 50 feet in any direction. Multiple targets moved by the same beam must remain within range and within 10 feet of each other. The beholder can also exert fine control on objects with this beam, such as manipulating a simple tool or opening a door or a container. 7. Sleep Beam. Each creature in a 120-foot line that is 5 feet wide must succeed on a DC 20 Wisdom saving throw or fall asleep and remain unconscious for l minute. The creature awakens if it takes damage or another creature takes an action to wake it. This beam has no effect on constructs and undead. 8. Petrification Beam. Each creature in a 120-foot line that is 5 feet wide must make a DC 20 Dexterity saving throw. On a failed save, a 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. 9. Disintegration Beam. Each target in a 120-foot line that is 5 feet wide must succeed on a DC 20 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces a creature to 0 hit points, its body becomes a pile of fine gray dust. If a target is a large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If a target is a Huge or larger object or creation of magical force, this beam disintegrates a 20-foot cube of it. 10. Death Beam. Each creature in a 120-foot line that is 5 feet wide must succeed on a DC 20 Dexterity saving throw or take 55 (10d10) necrotic damage. A creature dies if the beam reduces it to 0 hit points. Legendary Actions The beholder can take 3 legendary actions, using the Eye Beam option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn. Eye Beam. The beholder uses one random eye beam.

Bulette Dire Bulette Infused with demon ichor and insatiable hunger, dire bulettes are even more ferocious and deadly than their smaller kin. Dire Bulette Huge monstrosity, unaligned Armor Class 17 (natural armor)

17 (natural armor) Hit Points 138 (12d12 + 60)

138 (12d12 + 60) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 23 (+6) 2 (-4) 10 (+0) 5 (-3) Skills Perception +6

Perception +6 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16

darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages —

— Challenge 8 (3,900 XP) Ground Eruption. The space the bulette burrows into or emerges from becomes difficult terrain. Standing Leap. The bulette's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 44 (6d12 + 5) piercing damage. The bulette can score a critical hit on a natural roll of 19 or 20. Deadly Leap. If the bulette jumps at least 20 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 19 (3d8 + 5) bludgeoning damage plus 19 (3d8 + 5) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette'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 bulette's space.

Carrion Crawler Enormous Carrion Crawler Carrion crawlers are familiar to most dungeon delvers, yet in the deepest recesses of remote caverns, enormous carrion crawlers gnaw on the ancient corpses of titanic creatures, slain in forgotten times and unknown to the surface races. Enormous Carrion Crawler Huge monstrosity, unaligned Armor Class 13 (natural armor)

13 (natural armor) Hit Points 136 (16d10 + 48)

136 (16d10 + 48) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 16 (+3) 1 (-5) 12 (+1) 5 (-3) Skills Perception +4

Perception +4 Senses passive Perception 14

passive Perception 14 Languages —

— Challenge 7 (2,900 XP) Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite. Tentacles. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 9 (2d6 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 16 (4d6 + 2) piercing damage. Swallow. The carrion crawler makes one bite attack against a Medium or smaller paralyzed creature. If the attack hits, the target is also swallowed. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the carrion crawler, and it takes 14 (4d6) acid damage at the start of each of the carrion crawler’s turns. A carrion crawler can have only one creature swallowed at a time. If the carrion crawler takes 20 damage or more on a single turn from the swallowed creature, the carrion crawler must succeed on a DC 13 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the carrion crawler. If the carrion crawler dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Demon Bebilith Deep in the Abyss, Lolth maintains her hold over the Demonweb Pits by sending demonic spiders the size of elephants to eliminate any challengers. The Bebilith excels in recovering lost or desired objects, enemies, and runaway slaves and bringing them back to its master, but delights most in hunting and slaying other demons.

Variant: Retriever A retriever is a tireless demonic construct similar to a bebilith with the following traits: Type. Replace fiend with construct. A retriever doesn't require air, food, drink, or sleep. Innate Spellcasting. The retriever can cast locate creature and locate object at will, requiring no material components. Bite. Retriever bites do not inflict poison. Instead, on a hit, the target is grappled and restrained (escape DC 15). The retriever can grapple only one target at a time and can't use its bite attack against a different target. Venomous Web. Replace this action with the Eye Rays action of the Spectator, Monster Manual page 30. Bebilith Huge fiend (demon), chaotic evil Armor Class 19 (natural armor)

19 (natural armor) Hit Points 157 (15d10 + 75)

157 (15d10 + 75) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 21 (+5) 11 (+0) 13 (+1) 13 (+1) Saving Throws Str +6, Con +9, Wis +5, Cha +5

Str +6, Con +9, Wis +5, Cha +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

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

poison Condition Immunities poisoned

poisoned Skills Insight +5, Perception +5, Survival +5

Insight +5, Perception +5, Survival +5 Senses darkvision 120 ft., passive Perception 15

darkvision 120 ft., passive Perception 15 Languages Abyssal, telepathy 120 ft.

Abyssal, telepathy 120 ft. Challenge 10 (5,900 XP) Demonbane Poison. Against fiends, the bebilith's poison damage is treated as acid damage. Innate Spellcasting. The bebilith can innately cast plane shift once per day requiring no material components, affecting only itself and anything it is carrying. Magic Resistance. The bebilith has advantage on saving throws against Spells and other magical effects. Magic Weapons. The bebilith's attacks are magical. Spider Climb. The bebilith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The bebilith ignores movement restrictions caused by webbing. Actions Multiattack. The bebilith makes three attacks: two with its rending claws and one with its bite. Rending Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 5) slashing damage, and if the target is wearing armor or carrying a shield, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 22 (4d10) poison damage. Venomous Web (Recharge 5-6). Ranged Weapon Attack: +9 to hit, range 30/60 ft., one creature. Hit: 45 (10d8) poison damage, and the target is restrained by webbing. While restrained, the target takes 16 (2d8) poison damage at the start of each of its turns. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 20; immunity to bludgeoning, poison, and psychic damage).

Displacer Beast Pack Lord Before being tamed by the Unseelie Court, displacer beasts roamed the Feywild free in great numbers, led by the mythical pack lords. Legend holds they were hunted to extinction by the Seelie fey, but some lurk still in shadowy forests and forgotten ruins.

Displacer Beast Pack Lord Huge monstrosity, lawful evil Armor Class 15 (natural armor)

15 (natural armor) Hit Points 157 (15d12 + 60)

157 (15d12 + 60) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 20 (+5) 7 (-2) 13 (+1) 12 (+1) Saving Throws Dex +6, Wis +4, Cha +4

Dex +6, Wis +4, Cha +4 Skills Stealth +6

Stealth +6 Senses darkvision 60 ft., passive Perception 14

darkvision 60 ft., passive Perception 14 Languages Sylvan

Sylvan Challenge 9 (5,000 XP) Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only 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 trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. Magic Resistance. The displacer beast has advantage on saving throws against spells and other magical effects. Actions Multiattack. The displacer beast makes three attacks: two with its tentacles and one with its bite. Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) piercing damage. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Draegloth Draegloths are a monstrous hybrid of drow and glabrezu (detailed on page 141 of Volo's Guide to Monsters.) Abomination The practice of making draegloths is not exclusive to drow. Driders also perform the profane creation rituals. A drider-born draegloth is an impressive creature, representing the height of Lolth's favor and the most perverse of creations. These fiends cannot be controlled, however, and they usually bring ruin to their creators. For that reason, most draegloth abominations are gifted to Lolth, so that the creatures threaten only those who dare venture into the Demonweb Pits. Lolth herself prefers the company of draegloth abominations to the balors attending other demon lords. Draegloth Abomination Huge fiend (demon), chaotic evil Armor Class 19 (natural armor)

19 (natural armor) Hit Points 284 (21d12 + 147)

284 (21d12 + 147) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 26 (+8) 20 (+5) 24 (+7) 20 (+5) 22 (+6) 16 (+3) Saving Throws Str +14, Con +13, Wis +9, Cha +12

Str +14, Con +13, Wis +9, Cha +12 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

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

poison Condition Immunities charmed, poisoned

charmed, poisoned Senses truesight 120 ft., passive Perception 13

truesight 120 ft., passive Perception 13 Languages Abyssal, telepathy 120 ft.

Abyssal, telepathy 120 ft. Challenge 19 (22,000 XP) Fey Ancestry. Magic can't put the abomination to sleep. Innate Spellcasting. The abomination's spellcasting ability is Intelligence (spell save DC 22). The abomination can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic 1/day each: cloudkill, confusion, fly, power word stun Magic Resistance. The abomination has advantage on saving throws against spells and other magical effects. Magic Weapons. The abomination's attacks are magical. Spider Climb. The abomination can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the abomination has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The abomination ignores movement restrictions caused by webbing. Actions Multiattack. The abomination makes three attacks: two with its claws, and one with its bite. It can replace its bite attack with a tethering web. Alternatively, it makes two attacks with its claws and casts one spell. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 63 (10d10 + 8) slashing damage. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage, and the target must succeed on a DC 20 Constitution saving throw or take 36 (8d8) poison damage. Tethering Web. Ranged Weapon Attack: +14 to hit, range 30/60 ft., one target. Hit: 36 (8d8) poison damage, and the target is restrained by webbing. The abomination can use a bonus action to force a restrained target to succeed a DC 20 Strength saving throw or be pulled up to 25 feet toward the abomination. As an action, the restrained target can make a DC 20 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 30; immunity to bludgeoning, poison, and psychic damage).

Bluespawn Godslayer Huge giant, neutral evil Armor Class 16 (natural armor, shield)

16 (natural armor, shield) Hit Points 200 (16d12 + 96)

200 (16d12 + 96) Speed 40ft. STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3) Saving Throws Con +9, Wis +7, Cha +7

Con +9, Wis +7, Cha +7 Skills Insight +7, Perception +7

Insight +7, Perception +7 Damage Resistances lightning

lightning Senses blindsight 10 ft., darkvision 60 ft., passive Perception 17

blindsight 10 ft., darkvision 60 ft., passive Perception 17 Languages Common, Draconic

Common, Draconic Challenge 9 (5,000 XP) Slayer. The dragonspawn's weapon attacks ignore the damage resistances and immunities of celestials and dragons. On a critical hit, a celestial or dragon must make a Constitution saving throw with a DC equal to the damage dealt, or drop to 0 hit points. Actions Multiattack. The dragonspawn makes two melee attacks. Longsword. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit 19 (2d10 + 8) slashing damage, and the target must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet away from the dragonspawn and knocked prone. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit 17 (2d8 + 8) piercing damage plus 5 (1d10) lightning damage. Lightning Breath (Recharge 5-6). The dragonspawn exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Dragonspawn Dragonspawn are savage monsters originally created from the magical corruption of dragon eggs by infusing them with the blood of other creatures. This ritual is exclusively performed by followers of Tiamat, as Bahamut accepts only willing non-dragons into his service to be transformed into dragonborn. Bluespawn Godslayer Bluespawn godslayers live for one purpose: to slay Tiamat’s enemies. They delight in combat and take pride in their expertise with weapons. These giant-blooded dragonspawn guard the lairs of blue dragons, and seek out and slaughter good dragons and allies of Bahamut. Bluespawn godslayers often work with other spawn of Tiamat serving as heavy hitters and anchor points in an army, and with true dragons who protect them from flying enemies. Creating Dragonspawn Dragonspawn are fully draconic in appearance, bearing scales, claws, and heads resembling their draconic parentage but with a body in the shape of some other creature. The half-dragon template (Monster Manual pg 180) can be used with other creatures for on-the-fly creation of the sample dragonspawn below: Blackspawn Exterminator: Assassin

Assassin Greenspawn Razorfiend: Wyvern

Wyvern Redspawn Firebelcher: Triceratops (Large size)

Triceratops (Large size) Whitespawn Hordeling: Winged Kobold (CR 1)

Elemental Greater Fire Elemental Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental’s body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders. Greater Fire Elemental Huge elemental, neutral Armor Class 13

13 Hit Points 121 (13d12 + 36)

121 (13d12 + 36) Speed 50ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison

fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

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

darkvision 60 ft., passive Perception 10 Languages Ignan

Ignan Challenge 9 (5,000 XP) Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 10 (3d6) fire damage at the start of each of its turns. Illumination. The elemental sheds bright light in a 50-foot radius and dim light in an additional 50 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The elemental makes two touch attacks. Touch. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns.

Greater Air Elemental Huge elemental, neutral Armor Class 15

15 Hit Points 145 (12d10 + 24)

145 (12d10 + 24) Speed 0 ft., fly 90ft. (hover) STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2) Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison

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

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

darkvision 60 ft., passive Perception 10 Languages Auran

Auran Challenge 9 (5,000 XP) Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (5d6 + 5) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 16 Strength saving throw. On a failure, a target takes 25 (4d10 + 2) bludgeoning damage and is flung up to 30 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone. Greater Air Elemental Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.

Giant Death Giant Huge giant, neutral evil Armor Class 17 (splint)

17 (splint) Hit Points 243 (18d12 + 126)

243 (18d12 + 126) Speed 40 ft. STR DEX CON INT WIS CHA 27 (+8) 13 (+1) 25 (+7) 13 (+1) 16 (+3) 21 (+5) Saving Throws Str +13, Con +12, Wis +8, Cha +10

Str +13, Con +12, Wis +8, Cha +10 Skills Arcana +6, Religion +6, Perception +8

Arcana +6, Religion +6, Perception +8 Damage Immunities necrotic

necrotic Senses darkvision 120 ft., passive Perception 18

darkvision 120 ft., passive Perception 18 Languages Common, Giant

Common, Giant Challenge 16 (15,000 XP) Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast blight 3 times per day, requiring no material components. It can target itself with the spell, regaining hit points with necrotic absorption. Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead. Necrotic Absorption. Whenever the giant is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt. Soul Shroud. At the start of each of the giant’s turns, each creature within 5 feet of it takes 10 (3d6) necrotic damage. Additionally, creatures within 5 feet of the giant cannot regain hit points. Turn Vulnerability. Any effect that turns undead affects the giant's soul shroud, using the giant's statistics except that the giant cannot use its Legendary Resistance to automatically succeed on this saving throw. If the soul shroud is turned, the giant loses the use of its Soul Shroud trait and cannot take legendary actions for 1 minute. Actions Multiattack. The giant makes two greataxe attacks. Greataxe. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 28 (3d12 + 8) slashing damage. Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage. Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Death Giant A death giant harvests souls, trapping those it slays in a shroud of moaning spirits from which it draws power and sustenance. The ancestors of the death giants traded their own souls for immortality when they relocated to the Shadowfell, where they evolved into the soul-eating horrors they are today. Once slain, a death giant can never again return to life. Legendary Actions The giant can take 3 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 giant regains spent legendary actions at the start of its turn. Frightful Keening. Each creature of the giant’s choice that is within 120 feet of the giant and can hear it must succeed on a DC 18 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 giant’s Frightful Keening for the next 24 hours. Soul Search. The soul shroud warns the giant of danger, and the giant makes a Wisdom (Perception) check. The giant then has advantage on its next attack roll or saving throw against a creature or hazard it is aware of. Steal Soul. One creature that is within 15 feet of the giant and at 0 hit points must succeed on a DC 18 Charisma saving throw. On a failed save, the target dies and its soul is magically drawn into the giant's soul shroud, and the giant regains one casting of blight. While a creature's soul is trapped, it cannot be returned to life until the giant chooses to release the soul, or the giant dies.

Eldritch Giant Huge giant, neutral evil Armor Class 18 (plate)

18 (plate) Hit Points 263 (21d12 + 126)

263 (21d12 + 126) Speed 40 ft. STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 22 (+6) 18 (+4) 16 (+3) 19 (+4) Saving Throws Str +14, Con +11, Wis +8, Cha +9

Str +14, Con +11, Wis +8, Cha +9 Skills Arcana +9, History +9, Perception +8

Arcana +9, History +9, Perception +8 Damage Resistances psychic

psychic Senses darkvision 120 ft., passive Perception 18

darkvision 120 ft., passive Perception 18 Languages Common, Giant

Common, Giant Challenge 15 (13,000 XP) Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components: At will: detect magic, dispel magic 3/day each: dimension door, globe of invulnerability 1/day each: wall of force Shape Force. As an action, the eldritch giant can create one Large or smaller magical weapon, tool, or object of shimmering force, which lasts until the giant lets go of it or dismisses it as a free action. An item can take any form the giant wishes, but attacks with it always use the statistics for eldritch strike below. Actions Multiattack. The giant makes two eldritch strike attacks. It can replace one of these attacks with eldritch blast. Eldritch Strike. Melee Spell Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (6d10 + 9) force damage. Eldritch Blast. The giant directs four rays of energy at the same target or different ones, making a separate attack roll for each ray. Ranged Spell Attack: +14 to hit, range 120/300 ft., one creature. Hit: 10 (1d10 + 4) force damage. Eldritch Giant Eldritch giants are ancient creatures that once ruled mountaintops and vast empires in the Feywild, now fallen from what was once great power. Although their strength has ebbed since those days, eldritch giants remember their ancient mastery of magic and forever seek to regain it. Eldritch giants dwell mainly in the near fonts of magical power. They guard such places jealously, leaving them only to seek out more magical power, such as an artifact or a piece of lost knowledge. An eldritch giant's skin is tattooed with magical patterns that protect it from magical attacks and allow it to absorb conjurations and other effects. These patterns also grant the giant the ability to teleport on flows of arcane energy. A particular eldritch giant might have access to other magical powers, as well as rituals and magic items. The eldest eldritch giants sometimes choose to act as otherworldly patrons for Fey Pact warlocks, favoring the Pact of the Blade and directing their followers to seek out arcane lore and magic items.

Golem Chain Golem Modeled after chain devils, chain golems often act as guardians over prisoners. Imbued with magic, these humanoid conglomerations of metal links enwrap foes in crushing chains. They specialize in pounding enemies, pulling them close, and engulfing them. Chain Golem Huge construct, unaligned Armor Class 19 (natural armor)

19 (natural armor) Hit Points 338 (25d12 + 175)

338 (25d12 + 175) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 22 (+6) 25 (+7) 3 (-4) 9 (-1) 1 (-5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10

darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak

understands the languages of its creator but can’t speak Challenge 15 (13,000 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Reactive. The golem can take one reaction on every turn in combat. Stable Footing. The golem's movement speed is not reduced by difficult terrain. The golem has advantage on Strength ability checks and saving throws to resist being moved or knocked prone. Actions Multiattack. The golem makes three chain attacks. Chain. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet toward the golem. Engulf. Each creature within 5 feet of the golem must make a DC 15 Dexterity saving throw. On a failed save, the creature enters the golem's space, and the creature takes 23 (4d8 + 5) bludgeoning damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 18 (4d8) bludgeoning damage at the start of each of the golem's turns. When the golem moves, the engulfed creature moves with it. The golem can have up to one Large or four Medium or smaller creatures engulfed at a time. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the golem.

Iron Golem Juggernaut The ancients of certain powerful civilizations once took great pride in crafting golems of tremendous size and strength, often fashioned in the likeness of a god or other entity. A city’s greatest statue might be its key defender, a deity’s enormous idol could attack those who defile the sacred temple, or a pair of great sculptures might serve as guardians of another creature’s lair or tomb. Stone Golem Colossus The statistics here can be used for a Huge stone golem with a CR of 19 by eliminating the fire damage immunity and fire absorption trait, and reducing the golem's armor class to 18. Iron Golem Juggernaut Huge construct, unaligned Armor Class 20 (natural armor)

20 (natural armor) Hit Points 324 (24d12 + 168)

324 (24d12 + 168) Speed 40 ft. STR DEX CON INT WIS CHA 28 (+9) 9 (-1) 24 (+7) 3 (-4) 11 (+0) 1 (-5) Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10

darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak

understands the languages of its creator but can’t speak Challenge 20 (25,000 XP) Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multiattack. The golem makes two melee attacks. Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 48 (7d10 + 9) bludgeoning damage. Sword. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 55 (7d12 + 9) slashing damage. Wrathful Gaze (Recharge 6). Each creature within 5 feet of a point the golem can see within 120 feet of the golem must make a DC 20 Dexterity saving throw, taking 110 (20d10) radiant damage on a failed save, or half as much damage on a successful one.

Nightshade Nightshades are hateful beings of pure shadow that spread death and suffering. Normally found in the deepest reaches of the Shadowfell, they sometimes stalk the world on unhallowed nights or linger near places where great evil was done. Nightwalkers stalk the surface of the Shadowfell, while the depths are plumbed by nightcrawlers resembling purple worms, and the heights are scoured by the roc-like nightwings. Nightwalker The first Nightwalkers came about when Orcus converted the seven Hierophants of Annihilation into these dread creatures. Only the ancient, unyielding will and malice of the long-dead spirit holds a nightwalker in its corporeal shape. A nightwalker exudes a deathly cold aura that harms living creatures and can channel the cold, dark energies of the Shadowfell through its attacks. A nightwalker uses telepathy to communicate. Nightwalkers can warp the void energies of the Shadowfell to create undead horrors. A humanoid slain by the nightwalker rises 24 hours later as a bodak under the nightwalker’s control, unless the humanoid is restored to life or its body is destroyed. Nightwalker Huge undead, chaotic evil Armor Class 17 (natural armor)

17 (natural armor) Hit Points 243 (18d12 + 126)

243 (18d12 + 126) Speed 40 ft. STR DEX CON INT WIS CHA 27 (+8) 13 (+1) 25 (+7) 11 (+0) 16 (+3) 21 (+5) Skills Perception +8, Stealth +6

Perception +8, Stealth +6 Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

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

cold, necrotic, poison Condition Immunities charmed, frightened, poisoned

charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 18

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

Abyssal, telepathy 120 ft. Challenge 16 (15,000 XP) Voidchill Aura. Any creature other than fiends and undead that ends their turn within 30 feet of the nightwalker takes 10 (3d6) cold damage. Death Gaze. When a creature that can see the nightwalker’s eyes starts its turn within 30 feet of the nightwalker, the nightwalker can force it to make a DC 18 Constitution saving throw if the nightwalker isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature dies. Otherwise, a creature that fails the save takes 55 (10d10) psychic damage. The target dies if this effect reduces it to 0 hit points. Creatures immune to fear automatically succeed on this saving throw. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the nightwalker until the start of its next turn, when it can avert its eyes again. If the creature looks at the nightwalker in the meantime, it must immediately make the save. Sunlight Hypersensitivity. The nightwalker takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The nightwalker makes two slam attacks. Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 18 (4d8) necrotic damage. Withering Gaze. The nightwalker fixes its gaze on one creature it can see within 30 feet of it. The target must make a DC 18 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.

Spider Huge Fiendish Spider Lolth's fiendish blessings are not only bestowed upon the drow, but also upon her favored pets, the spiders. A brood of giant spider eggs nursed by a bebilith will hatch into these monstrosities. A fiendish giant spider will soften up its prey with raking claws, then finish off wounded targets with its paralyzing bite or web. Huge Fiendish Spider Huge fiend, chaotic evil Armor Class 16 (natural armor)

16 (natural armor) Hit Points 68 (8d12 + 16)

68 (8d12 + 16) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 4 (-3) 13 (+1) 6 (-2) Saving Throws Str +6, Con +5, Int +0, Cha +1

Str +6, Con +5, Int +0, Cha +1 Skills Stealth +7

Stealth +7 Damage Resistances cold, fire, lightning, poison; bludgeoning, slashing, and piercing from nonmagical weapons

cold, fire, lightning, poison; bludgeoning, slashing, and piercing from nonmagical weapons Senses blindsight 15 ft., darkvision 60 ft., passive Perception 10

blindsight 15 ft., darkvision 60 ft., passive Perception 10 Languages understands Abyssal but can't speak

understands Abyssal but can't speak Challenge 5 (1,800 xp) Spider Climb. The spider 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 spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Multiattack. The spider makes two claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 10 (1d10 + 4) slashing damage. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (1d12 + 4) piercing damage, and the target must make a DC 15 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. Venomous Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: 9 (2d8) poison damage, and the target is restrained by webbing. While restrained, the target takes 9 (2d8) poison damage at the start of each of its turns. 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. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Treant Blackroot Treant A blackroot treant is an undead horror that looks like a dead tree with brown, crumpled leaves clinging to its skeletal branches. Its bark and roots are black, and its eyes are cold, lifeless pits. Forests haunted by blackroot treants are blighted, forlorn places overrun with undead. Blackroot Treant Huge plant, chaotic evil Armor Class 17 (natural armor)

17 (natural armor) Hit Points 207 (18d12 + 90)

207 (18d12 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) Damage Resistances bludgeoning, necrotic, piercing

bludgeoning, necrotic, piercing Damage Vulnerabilities fire, radiant

fire, radiant Senses darkvision 60 ft., passive Perception 13

darkvision 60 ft., passive Perception 13 Languages Common, Druidic, Elvish, Sylvan

Common, Druidic, Elvish, Sylvan Challenge 11 (7,200 XP) False Appearance. While the treant remains motionless, it is indistinguishable from a dead tree. Siege Monster. The treant deals double damage to objects and structures. Actions Multiattack. The treant makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) necrotic damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Create Undead (1/Day). The treant magically creates up to eight ghouls or four ghasts from the corpses of dead beasts or humanoids within 10 feet of it. These undead obey the treant for 1 day or until destroyed; until the treant dies or is more than 120 feet from the undead; or until the treant takes a bonus action to relinquish command. The undead then become uncontrolled and act according to their nature.

Troll Mountain Troll Huge giant, chaotic neutral Armor Class 18 (natural armor)

18 (natural armor) Hit Points 176 (13d12 + 91)

176 (13d12 + 91) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 24 (+7) 7 (-2) 16 (+3) 7 (-2) Skills Perception +8

Perception +8 Senses darkvision 60 ft., passive Perception 18

darkvision 60 ft., passive Perception 18 Languages Giant

Giant Challenge 14 (11,500 XP) Innate Spellcasting. The troll’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: stone shape 3/day each: spike growth, commune with nature 1/day each: earthquake, flesh to stone Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 20 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws or greatclub. Bite. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) piercing damage. Claw. Melee weapon attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage. Greatclub. Melee weapon attack: +10 to hit, reach 15 ft., one target. Hit: 33 (5d10 + 5) bludgeoning damage. Rock. Ranged weapon attack: +10 to hit, range 60/240 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage. Reactions Rock Catching. If a rock or similar object is hurled at the troll, the troll can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Mountain Troll Though grotesque, charmless, and prone to fits of violence, mountain trolls are not inherently evil, nor do they always attack intruders on sight. A mountain troll prefers to withdraw and observe before entering combat, lumbering forth to attack only if intruders make clear their intentions to harm it or its allies, or if the newcomers seem to be encroaching upon the troll’s territory rather than simply passing through. Once enraged, a mountain troll is a savage opponent, calling upon its native strength and alliances with earth elementals to bury its opponents in stone or spread their entrails across the slopes. Mountain trolls prefer to live in narrow ravines or shallow caves that allow them to look out over the landscape. They sometimes knuckle-walk like a gorilla, but when angered they rear up to their full height of nearly 30 feet. Mountain trolls are quick to forge alliances with fey, and while they see smaller trolls as sadists, they nonetheless feel a sort of familial responsibility. Lesser trolls often capitalize upon mountain trolls’ generosity, but take care to abide by their larger cousins’ rules when sheltering in their homes. Mountain trolls have even been known to aid explorers or give advice, provided they are treated with respect.

Umber Hulk Shadow Hulk Shadowfell umber hulks have been known to grow to tremendous size and strength. The shadow hulk stands more than 16 feet in height and weighs about 8,000 pounds. Truly horrid and phenomenally powerful, the shadow hulk is a loner that is feared even by its own kind. It is a prized slave for shadow dragons or mind flayer enclaves to guard their lairs. Shadow Hulk Huge monstrosity, chaotic evil Armor Class 18 (natural armor)

18 (natural armor) Hit Points 225 (18d12 + 108)

225 (18d12 + 108) Speed 40ft., burrow 30 ft. STR DEX CON INT WIS CHA 21 (+5) 13 (+1) 22 (+6) 9 (-1) 12 (+1) 10 (+0) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 11

darkvision 120 ft., tremorsense 60 ft., passive Perception 11 Languages Umber Hulk

Umber Hulk Challenge 15 (13,000 XP) Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the shadow hulk's eyes, the shadow hulk can magically force it to make a DC 17 Charisma saving throw, unless the shadow hulk is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the shadow hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the shadow hulk in the meantime, it must immediately make the save. Incorporeal movement. The shadow hulk 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. Siege monster. The shadow hulk deals double damage to objects and structures. Tunneler. The shadow hulk can burrow through solid rock at half its burrowing speed and leaves a 10 foot-wide, 15-foot-high tunnel in its wake. Actions Multiattack. The umber hulk makes three attacks: two with its claws and one with its mandibles. Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 5) slashing damage. Mandibles. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the shadow hulk can't use its mandibles on another target. Claw Frenzy (Recharge 5-6). The shadow hulk makes one claw attack against each creature, object, or structure within its reach.

Warforged Titan Warforged titans, much like the warforged, are created from wood, stone, and metal. Unlike the human-sized warforged developed later, warforged titans have little to no intelligence, and lack the souls found in warforged. They are huge in size, towering compared to other humanoid fighters. Their armor is crafted from adamantine, and is able to withstand some of the most powerful hits. They wield an embedded maul for their one hand, and an embedded axe for their other. Titans are a small step forward from massive, mindless war golems. Warforged titans are not true living constructs like other warforged; they are barely sentient, with just enough intelligence to follow changing commands in the heat of battle. Lumbering brutes on the battlefield, warforged titans were usually used in siege-breaking assaults, and had accompanying human troops and repair artificers. In later years, warforged titans were supplemented by warforged troops as well. A warforged titan comprehends allegiance in simplistic terms. It often follows the commands of someone that has a symbol of the titan's creator, regardless of its creator's goals or how much time has passed since its creation. Warforged Titan Huge construct, lawful neutral Armor Class 18 (natural armor)

18 (natural armor) Hit Points 114 (12d10 + 48)

114 (12d10 + 48) Speed 40 ft. STR DEX CON INT WIS CHA 28 (+9) 8 (-1) 18 (+4) 4 (-3) 11 (+0) 1 (-5) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Damage Immunities poison

poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

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

darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak

understands the languages of its creator but can’t speak Challenge 8 (3,900 XP) Magic Resistance. The titan has advantage on saving throws against spells and other magical effects. Siege Monster. The titan deals double damage to objects and structures. Trampling Charge. If the titan moves at least 20 feet straight toward a creature and then hits it with a melee 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 titan can make one stomp attack against it as a bonus action. Actions Multiattack. The titan makes two attacks: one with its axe and one with its maul. Axe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) slashing damage. If this damage reduces the target to 0 hit points, the titan can immediately make another axe attack against a different target within reach. Maul. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage. Miss: 9 bludgeoning damage. Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one prone creature. Hit: 25 (3d10 + 9) bludgeoning damage.

Winter Wolf Rime Hound Pack leaders of Winter Wolves are larger and more ferocious, with the ability to summon whirling blizzards. Frost Giants call them Thrym Hounds, considering them favored by their deity. Winter Wolf Rime Hound Huge monstrosity, neutral evil Armor Class 14 (natural armor)

14 (natural armor) Hit Points 114 (12d12 + 36)

114 (12d12 + 36) Speed 50 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 16 (+3) 7 (-2) 13 (+1) 10 (+0) Skills Perception +6, Stealth +4

Perception +6, Stealth +4 Damage Immunities cold

cold Senses passive Perception 16

passive Perception 16 Languages Common, Giant, Winter Wolf

Common, Giant, Winter Wolf Challenge 5 (1,800 XP) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Multiattack. The wolf makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Blizzard. A whirlwind of swirling, freezing air magically surrounds the wolf. When the wolf uses this ability and at the start of each of the wolf's turns, each creature within 10 feet of it takes 9 (2d8) cold damage. The whirlwind moves with the wolf and lasts for 1 minute, or until the wolf is incapacitated or uses its cold breath. Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one.