initial commit

This commit is contained in:
2025-06-07 07:58:30 -05:00
commit 55f791d177
14892 changed files with 1294507 additions and 0 deletions

View File

@@ -0,0 +1,34 @@
# Abaasy
*Huge* *Giant* *neutral evil*
- **Armor Class:** 18 (armor scraps, Dual Shields)
- **Hit Points:** 126 (11d12+55)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 8 (3,900 XP)
- **Source:** Tome of Beasts 3, page 8
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 20 (+5) | 10 (+0) | 20 (+5) | 9 (-1) | 14 (+2) | 8 (-1) |
- **Skills:** perception +2
- **Damage Resistances:** cold
- **Senses:** darkvision 60', passive Perception 15
- **Languages:** Common, Giant
### Special Abilities
- **Armored Berserker:** The pain caused by the iron plates bolted to its body keep it on the edge of madness. Whenever it starts its turn with 60 hp or fewer roll a d6. On a 6 it goes berserk. While berserk has resistance to B/P/S damage. On each of its turns while berserk it attacks nearest creature it can see. If no creature is near enough to move to and attack attacks an object with preference for object smaller than itself. Once it goes berserk continues to do so until destroyed or regains all its hp.
- **Dual Shields:** Carries two shields which together give it a +3 bonus to its AC (included in its AC).
- **Poor Depth Perception:** Has disadvantage on attack rolls vs. a target more than 30' away from it.
### Actions
- **Multiattack:** Three melee attacks only one of which can be a Shield Shove. If it uses two hands to make a Spear attack it can't make an Iron Axe attack that turn.
- **Iron Axe:** Melee Weapon Attack: +8 to hit, 10 ft., one target, 18 (3d8+5) slashing damage.
- **Shield Shove:** Melee Weapon Attack: +8 to hit, 10 ft., one target, 15 (4d4+5) bludgeoning damage and target: DC 16 Str save or be knocked prone or pushed up to 15 ft. away from abaasy (abaasy's choice).
- **Spear:** Melee or Ranged Weapon Attack: +8 to hit 15 ft. or range 20/60' one target 15 (3d6+5) piercing damage or 18 (3d8+5) piercing damage if used with two hands to make a melee attack.
- **Eyebeam (Recharge 5-6):** Fires a beam of oscillating energy from its eye in a 90' line that is 5 ft. wide. Each creature in the line: 27 (5d10) radiant (DC 16 Dex half).

View File

@@ -0,0 +1,35 @@
# Ahu-Nixta Mechanon
*Medium* *Construct* *unaligned*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 51 (6d8+24)
- **Speed:** walk 20 ft. climb 10 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 9
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 12 (+1) | 18 (+4) | 5 (-3) | 14 (+2) | 3 (-4) |
- **Skills:** perception +2
- **Damage Immunities:** poison, psychic
- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- **Senses:** darkvision 60', passive Perception 10
- **Languages:** understands Deep Speech and Void Speech but has limited speech
### Special Abilities
- **Construct Nature:** Doesn't require air food drink or sleep.
- **Critical Malfunction:** Critical hit vs. mechanon: 20% chance of striking its soul chamber casing stunning it until end of its next turn.
- **Soul Reactivation:** Reduced to 0 hp stops functioning becoming inert. For the next hr if a Small or larger creature that isn't a Construct or Undead dies within 30' of a deactivated mechanon a portion of creature's soul is absorbed by mechanon and construct reactivates regaining all its hp + additional hp equal to the dead creature's CR. If it remains inert for 1 hr it is destroyed and can't be reactivated.
### Actions
- **Multiattack:** Two Utility Arms or one Slam and one Utility Arm.
- **Slam:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage.
- **Utility Arm:** Uses one of the following attack options:Grabbing Claw Melee Weapon Attack: +5 to hit, 10 ft., one target, 8 (2d4+3) piercing damage. If target is a creature is grappled by mechanon (escape DC 13). Until grapple ends creature restrained mechanon can't use Claw on another target. Sonic Disruptor Ranged Spell Attack: +4 to hit, 60 ft., one target, 9 (2d6+2) thunder. If target is a creature: DC 12 Con save or incapacitated until end of its next turn.Telekinetic Projector Mechanon fires a ray at a target it can see within 60'. If target is a creature: DC 13 Str save or mechanon moves it up to 30' in any direction. If target is an object weighing 300 pounds or less that isn't being worn or carried it is moved up to 30' in any direction. Mechanon can use projector to manipulate simple tools or open doors and containers.
- **Adapt Appendage:** Swaps its Utility Arm with Utility Arm of any other mechanon within 5 ft. of it.
- **Repair (2/Day):** Touches an ahu-nixta or a Construct. Target regains 11 (2d8+2) hp.

View File

@@ -0,0 +1,33 @@
# Akanka
*Medium* *Fey* *chaotic evil*
- **Armor Class:** 12
- **Hit Points:** 45 (7d8+14)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 10
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 15 (+2) | 14 (+2) | 15 (+2) | 10 (+0) | 16 (+3) |
- **Skills:** perception +0
- **Condition Immunities:** unconscious
- **Senses:** passive Perception 12
- **Languages:** Common
### Special Abilities
- **Spider Climb:** Difficult surfaces even ceilings no ability check.
- **Web Sense:** While in contact with web it knows the exact location of any other creature in contact with the same web.
- **Web Walker:** Ignores move restrictions caused by webbing.
### Actions
- **Multiattack:** Uses Mirrored Carapace and then one Bite.
- **Bite:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) piercing damage and target: DC 12 Con save or fall unconscious 1 min. Target wakes up if it takes damage or if another creature takes an action to shake it awake.
- **Mirrored Carapace:** Projects illusory duplicate of itself that appears in its space. Each time creature targets it if attack result is below 15 targets duplicate instead and destroys duplicate. Duplicate can be destroyed only by attack that hits it. It ignores all other damage/effects. Creature is unaffected by this if it can't see if it relies on senses other than sight (ex: blindsight) or if it can perceive illusions as false as with truesight. It can't use this while in darkness.
- **Spellcasting:** Cha (DC 13) no material components: At will: minor illusion silent image3/day: major image1/day: hallucinatory terrain

View File

@@ -0,0 +1,46 @@
# Akkorokamui
*Gargantuan* *Celestial* *chaotic good*
- **Armor Class:** 17 (natural armor)
- **Hit Points:** 189 (14d20+42)
- **Speed:** walk 15 ft. swim 60 ft.
- **Challenge Rating:** 12 (8,400 XP)
- **Source:** Tome of Beasts 3, page 11
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 21 (+5) | 16 (+3) | 16 (+3) | 19 (+4) | 20 (+5) | 15 (+2) |
- **Skills:** perception +5
- **Damage Immunities:** poison
- **Condition Immunities:** poisoned
- **Senses:** blindsight 30', darkvision 120', passive Perception 19
- **Languages:** understands all but can't speak, telepathy 120'
### Special Abilities
- **Amphibious:** Can breathe air and water.
- **Legendary Resistance (3/Day):** Choose to succeed failed save.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Magic Weapons:** Weapon attacks are magical.
- **Offering of Flesh:** Can spend 1 min carefully detaching part or all of one of its 100-foot-long tentacles dealing no damage to itself. Tentacle contains a magic-imbued fleshy hook and enough meat for 25 rations (if part of a tentacle) or 50 rations (if a full tentacle) if properly preserved. Fleshy hook remains imbued with magic for 4 hrs or until a creature eats it. A creature that eats magic-infused fleshy hook regains 50 hp then it is cured of blindness deafness and all diseases or restores all lost limbs (creature's choice). Limb restoration effect works like regenerate spell. Hook's magic works only if the akkorokamui offered it willingly.
- **Regeneration:** Regains 15 hp at start of its turn if it has at least 1 hp.
- **Siege Monster:** Double damage to objects/structures.
### Actions
- **Multiattack:** Three Tentacles. Can replace one with Spellcasting or Healing Touch.
### Reactions
- **Guardian's Grasp:** When a creature akkorokamui can see within 30' is attack target akkorokamui can pull creature out of harm's way. If creature is willing it is pulled up to 10 ft. closer to akkorokamui and akkorokamui becomes new attack target. If creature isn't willing this reaction fails.
### Legendary Actions
- **Discern:** Makes a Wis (Perception) or Wis (Insight) check.
- **Jet:** Swims up to half its swimming speed with o provoking opportunity attacks.
- **Cast a Spell (2):** Uses Spellcasting.
- **Tentacle Sweep (2):** Spins in place with its tentacles extended. Each creature within 20' of it that isn't grappled by it: DC 17 Dex save or take 19 (4d6+5) bludgeoning damage and be knocked prone. Each creature grappled by akkorokamui must make DC 17 Str save or take 12 (2d6+5) bludgeoning damage.

View File

@@ -0,0 +1,38 @@
# Alabroza, Bloodfiend
*Small* *Fiend* *neutral evil*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 72 (16d6+16)
- **Speed:** walk 10 ft. fly 50 ft.
- **Challenge Rating:** 4 (1,100 XP)
- **Source:** Tome of Beasts 3, page 13
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 15 (+2) | 13 (+1) | 9 (-1) | 15 (+2) | 14 (+2) |
- **Skills:** perception +2
- **Damage Resistances:** cold, fire, lightning, poison
- **Condition Immunities:** charmed
- **Senses:** darkvision 60', passive Perception 15
- **Languages:** Abyssal, Common, Infernal
### Special Abilities
- **Bloodthirsty:** Must drink 1+ pint of fresh blood or milk every 24 hrs or suffers one level of exhaustion. Each pint it drinks removes one level.
### Actions
- **Multiattack:** 3 Broomsticks 2 Talons or 1 Beak and 1 Talons.
- **Beak (Fiend Form Only):** Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 12 (2d8+3) piercing damage and attaches to target. While attached doesn't attack. Instead at start of each of its turns target: 12 (2d8+3) hp to blood loss. Can detach itself via 5 ft. of its move. It does so after target is reduced to 0 hp. Creature including target can use action to detach it via DC 13 Str.
- **Talons (Fiend Form Only):** Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) piercing damage.
- **Broomstick (Humanoid Form Only):** Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (1d8+3) bludgeoning damage.
- **Hypnotic Gaze:** Fixes its gaze on one creature it can see within 10 ft. of it. Target: DC 12 Wis save or charmed 1 min. While charmed creature is incapacitated has speed 0 and refuses to remove attached alabroza. Charmed creature can re-save at end of each of its turns success ends effect on itself. If a creature's save is successful creature immune to this for next 24 hrs.
- **Spellcasting:** Cha (DC 12) no material components: At will: minor illusion3/day ea: detect thoughts suggestion
### Bonus Actions
- **Change Shape:** Transforms into Med humanoid Small mist cloud or back into true bird-like fiend form. Other than size and speed stats are same in each form with mist form exceptions. Items worn/carried not transformed. Reverts on death. Mist form: can't take any actions speak or manipulate objects resistance to nonmagical damage. Weightless fly speed 20' can hover can enter hostile creature's space and stop there. If air can pass through a space mist can with o squeezing but can't pass through water.

View File

@@ -0,0 +1,29 @@
# Alabroza
*Small* *Monstrosity* *unaligned*
- **Armor Class:** 12
- **Hit Points:** 45 (10d6+10)
- **Speed:** walk 10 ft. fly 50 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 13
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 14 (+2) | 15 (+2) | 13 (+1) | 4 (-3) | 15 (+2) | 7 (-2) |
- **Skills:** perception +2
- **Senses:** darkvision 60', passive Perception 12
- **Languages:** understands Abyssal but can't speak
### Special Abilities
- **Bloodthirsty:** An alabroza must drink at least 1 pint of fresh blood or milk every 24 hrs or it suffers one level of exhaustion. Each pint of blood or milk the alabroza drinks removes one level of exhaustion.
### Actions
- **Multiattack:** Two Talons attacks or one Talons attack and one Draining Fangs attack.
- **Draining Fangs:** Melee Weapon Attack: +4 to hit, 5 ft., one creature,. 6 (1d8+2) piercing damage and the alabroza attaches to the target. While attached the alabroza doesn't attack. Instead at the start of each of the alabroza's turns the target loses 6 (1d8+2) hp due to blood loss. The alabroza can detach itself by spending 5 ft. of its movement. It does so after the target is reduced to 0 hp. A creature including the target can use its action to detach the alabroza.
- **Talons:** Melee Weapon Attack: +4 to hit, 5 ft., one creature,. 5 (1d6+2) slashing damage.

View File

@@ -0,0 +1,36 @@
# Alazai
*Large* *Elemental* *chaotic neutral*
- **Armor Class:** 16 (natural armor)
- **Hit Points:** 149 (13d10+78)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 10 (5,900 XP)
- **Source:** Tome of Beasts 3, page 15
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 21 (+5) | 15 (+2) | 22 (+6) | 10 (+0) | 16 (+3) | 20 (+5) |
- **Saving Throws**: Dex +6, Wis +7
- **Skills:** perception +3
- **Damage Immunities:** fire, poison
- **Condition Immunities:** exhaustion, poisoned
- **Senses:** darkvision 120', passive Perception 13
- **Languages:** Ignan
### Special Abilities
- **Conditional Invisibility:** Is invisible in most situations. The following situations reveal its location and enough of its form that attacks vs. it don't have disadvantage while the situation lasts:In temperatures lower than 50 degrees Fahrenheit or for 1 round after it takes cold: its natural heat outlines it in steam.Darkness: its burning eyes shine visibly marking its location.
- **Elemental Nature:** Doesn't require air food drink or sleep.
- **Fire Form:** Can move through a space as narrow as 1 inch wide with o squeezing. A creature that touches it or hits it with melee attack while within 5 ft. of it takes 4 (1d8) fire.
- **Iron Disruption:** Struck by a cold iron weapon becomes visible and can't use Hurl Flame or Scorching Aura until start of its next turn.
### Actions
- **Multiattack:** Two Burning Slams or three Hurl Flames.
- **Burning Slam:** Melee Weapon Attack: +9 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage + 11 (2d10) fire. If target is creature/flammable object ignites. Until action used to douse fire target: 5 (1d10) fire at start of each of its turns.
- **Hurl Flame:** Ranged Spell Attack: +9 to hit, 120 ft., one target, 19 (4d6+5) fire.
- **Scorching Aura (Recharge 6):** Increases power of its inner fire causing metal weapons and armor to burn red-hot. Each creature within 30' of it in physical contact with manufactured metal object (ex: metal weapon suit of heavy or medium metal armor): 22 (5d8) fire and must make DC 16 Con save or drop object if it can. If it doesn't drop object (or take off armor) has disadvantage on attacks and ability checks until start of alazai's next turn.

View File

@@ -0,0 +1,38 @@
# Alke
*Large* *Monstrosity* *unaligned*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 114 (12d10+48)
- **Speed:** walk 50 ft. climb 30 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** Tome of Beasts 3, page 16
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 15 (+2) | 18 (+4) | 4 (-3) | 13 (+1) | 12 (+1) |
- **Saving Throws**: Dex +5, Cha +4
- **Skills:** perception +1
- **Condition Immunities:** petrified
- **Senses:** darkvision 60', passive Perception 16
- **Languages:** —
### Special Abilities
- **Back Spikes:** Any Small or larger creature riding alke against its will: 14 (4d6) piercing damage (DC 15 Dex half).
- **Keen Sight:** Advantage: sight Wis (Percept) checks.
- **Pounce:** If it moves 30'+ straight toward a creature and then hits it with Claws on the same turn that target: DC 15 Str save or be knocked prone. If target is prone alke can make one Beak attack vs. it as a bonus action.
### Actions
- **Multiattack:** One Beak attack and two Claws attacks.
- **Beak:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 8 (1d8+4) piercing damage.
- **Claws:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage.
- **Piercing Roll (Recharge 4-6):** Tucks in its head and throws itself spikes first into nearby foes. Alke moves up to 25 ft. in a straight line and can move through space of any Med or smaller creature. The first time it enters a creature's space during this move creature takes 14 (4d6) bludgeoning damage and 14 (4d6) piercing damage and is knocked prone (DC 15 Str half not knocked prone.)
### Reactions
- **Repelling Spikes:** Adds 3 to its AC vs. one melee or ranged weapon attack that would hit it. To do so the alke must see the attacker and not be prone.

View File

@@ -0,0 +1,30 @@
# Alliumite, Husker
*Medium* *Plant* *chaotic neutral*
- **Armor Class:** 15 (natural armor, shield)
- **Hit Points:** 68 (8d8+32)
- **Speed:** walk 20 ft. burrow 10 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 17
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 15 (+2) | 12 (+1) | 18 (+4) | 9 (-1) | 12 (+1) | 16 (+3) |
- **Skills:** perception +1
- **Senses:** darkvision 60', passive Perception 11
- **Languages:** Sylvan
### Special Abilities
- **Overpowering Stench:** Each creature other than an alliumite or garlicle within 5 ft. of the alliumite when it takes damage must make DC 15 Con save or be blinded until the end of its next turn. On a successful save the creature has advantage vs. the Overpowering Stench of all alliumites for 1 min.
- **Plant Camouflage:** Aadvantage on Dex (Stealth) checks it makes in any terrain with ample obscuring plant life.
### Actions
- **Multiattack:** Two Gnarly Club attacks or it makes one Gnarly Club attack and uses Taunting Threat.
- **Gnarly Club:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) bludgeoning damage and the target must make DC 12 Str save or be knocked prone.
- **Taunting Threat:** The husker throws a series of rude and menacing gestures at one creature it can see within 30' of it. The target must make a DC 13 Cha save. On a failure the target takes 7 (2d6) psychic and has disadvantage on all attacks not made vs. the husker until the end of its next turn. On a success the target takes half the damage and doesn't have disadvantage on attacks not made vs. the husker.

View File

@@ -0,0 +1,35 @@
# Alliumite, Rapscallion
*Small* *Plant* *chaotic neutral*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 38 (7d6+14)
- **Speed:** walk 30 ft. burrow 20 ft. swim 20 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 17
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 6 (-2) | 18 (+4) | 14 (+2) | 9 (-1) | 12 (+1) | 18 (+4) |
- **Skills:** perception +1
- **Senses:** darkvision 60', passive Perception 13
- **Languages:** Common, Sylvan
### Special Abilities
- **Plant Camouflage:** Advantage on Dex (Stealth) checks it makes in any terrain with ample obscuring plant life.
- **Tearful Stench:** Each creature other than an alliumite within 5 ft. of alliumite when it takes damage: DC 14 Con save or be blinded until start of creature's next turn. On a successful save creature is immune to Tearful Stench of all alliumites for 1 min.
### Actions
- **Multiattack:** Two Thorny Rapiers or one Thorny Rapier and one Grappelvine Whip.
- **Thorny Rapier:** Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (1d8+4) piercing damage + 3 (1d6) slashing damage.
- **Grapplevine Whip:** Melee Weapon Attack: +6 to hit, 10 ft., one target, 9 (2d4+4) slashing damage. If target is holding a weapon it must make DC 14 Str save or drop the weapon. If it is holding more than one weapon it drops only one.
### Reactions
- **Grapplevine Escape:** When a creature rapscallion can see hits it with melee attack can use its whip to swing up to 20' away from attacker provided nearby terrain includes a feature it can use to swing (branch chandelier ledge mast railing or similar). This movement doesn't provoke opportunity attacks.
- **Pungent Retort:** When a creature rapscallion can see within 60' of it starts its turn or casts a spell rapscallion issues forth a string of insults cleverly crafted to make a foe cry. If it can hear the rapscallion target: DC 14 Wis save or sob uncontrollably until start of rapscallion's next turn. A sobbing creature has disadvantage on ability checks and attack rolls and must make DC 14 Con save to cast a spell that requires spellcaster to see its target. Spellcaster doesn't lose the spell slot on a failure.

View File

@@ -0,0 +1,38 @@
# Alpine Creeper
*Huge* *Plant* *unaligned*
- **Armor Class:** 5
- **Hit Points:** 95 (10d12+30)
- **Speed:** walk 15 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** Tome of Beasts 3, page 19
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 3 (-4) | 1 (-5) | 17 (+3) | 1 (-5) | 4 (-3) | 1 (-5) |
- **Skills:** perception +-3
- **Damage Vulnerabilities:** fire
- **Damage Immunities:** cold
- **Damage Resistances:** bludgeoning, piercing
- **Condition Immunities:** blinded, charmed, deafened, frightened, grappled, prone
- **Senses:** tremorsense 60', passive Perception 7
- **Languages:** —
### Special Abilities
- **False:** [+]Appearance[/+] Motionless: indistinguishable from patch of lichen.
- **Mossy Carpet:** Enter hostile creature's space and stop there. It can move through space as narrow as 1' wide with o squeezing.
### Actions
- **Gentle Dissolution:** Each creature in creeper's space: 10 (3d6) acid (DC 13 Con half). Creeper can choose not to harm friendly Beasts in its space. Unconscious creature that takes damage from this: DC 13 Wis save Fail: remain unconscious Success: wakes up.
- **Sleep Spores:** Releases sleep-inducing spores. Humanoids and Giants within 20' of it: DC 13 Con save or fall unconscious 1 min. Effect ends for creature if it takes damage or another uses action to wake it.
- **Cleaning Call (1/Day):** Sprays pheromone-laced spores calling nearby Beasts to feast. Arrive in 1d4 rounds and act as creeper allies attacking creatures within 10 ft. of it. Beasts remain 1 hr until creeper dies or until it dismisses them as a bonus action. Choose one CR 1 or lower Beast or roll d100 to choose Summoned Beasts. They arrive at creeper's location; aggressive and prioritize active threats before feasting on creatures knocked out. Summoned Beasts:[br/] • 01-04: 2d4 badgers • 05-09: 1d6 black bears • 10-13: 1d3 brown bears • 14-17: 1d3 dire wolves • 18-20: 1d6 giant badgers • 21-30: 2d6 giant rats • 31-34: 1d3 giant vultures • 35-40: 2d6 giant weasels • 41-44: 1d3 lions or tigers • 45-60: 1d6 swarms of rats • 61-71: 2d4 wolves • 72-75: 1d4 worgs • 76-100: No beasts respond
### Bonus Actions
- **Lethargic Stupor:** One unconscious Humanoid or Giant in creeper's space suffers one level of exhaustion. A creature with more than half its hp max can't suffer more than one level of exhaustion from this. This exhaustion lasts until creature finishes short rest.

View File

@@ -0,0 +1,31 @@
# Alseid, Woad Warrior
*Medium* *Monstrosity* *chaotic neutral*
- **Armor Class:** 14 (leather armor)
- **Hit Points:** 55 (10d8+10)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 20
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 14 (+2) | 17 (+3) | 12 (+1) | 8 (-1) | 16 (+3) | 10 (+0) |
- **Skills:** perception +3
- **Senses:** darkvision 60', passive Perception 15
- **Languages:** Common, Elvish, Sylvan
### Special Abilities
- **Painted for War:** Advantage on Cha (Intimidation) checks and advantage on savings throws vs. being frightened. In addition each friendly creature within 10 ft. of warrior and that can see it has advantage on saves vs. being frightened.
- **Woodfriend:** When in a forest alseid leave no tracks and automatically discern true north.
### Actions
- **Multiattack:** Two Greatsword or Shortbow attacks.
- **Greatsword:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 9 (2d6+2) slashing damage.
- **Shortbow:** Ranged Weapon Attack: +6 to hit 80/320' one target 6 (1d6+3) piercing damage.
- **Dye Bomb (3/Day):** Lobs a sphere of concentrated dye that explodes on impact marking creatures caught in its effect. Each creature within a 10 ft. radius of where sphere landed: DC 13 Dex save or be brightly painted for 8 hrs. Any attack roll vs. creature has advantage if attacker can see it and other creatures have advantage on any Wis (Perception) or Wis (Survival) check made to find the marked creature. To remove the effect a creature must spend 1 min bathing. Alternatively spells that create water or clean objects such as prestidigitation also remove the effect.

View File

@@ -0,0 +1,35 @@
# Amphibolt
*Large* *Monstrosity* *unaligned*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 85 (9d10+36)
- **Speed:** walk 30 ft. swim 60 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** Tome of Beasts 3, page 21
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 18 (+4) | 18 (+4) | 3 (-4) | 9 (-1) | 5 (-3) |
- **Saving Throws**: Dex +7, Con +7
- **Skills:** perception +-1
- **Damage Immunities:** lightning
- **Damage Resistances:** fire
- **Senses:** darkvision 60', passive Perception 12
- **Languages:** —
### Special Abilities
- **Amphibious:** Can breathe air and water.
- **False Appearance:** While motionless indistinguishable from large rock formation.
- **Lightning Leap:** Its long jump is 30' with or with o a running start. Creatures in the its path: 7 (2d6) bludgeoning damage and 7 (2d6) lightning and is knocked prone (DC 15 Dex half damage not prone).
### Actions
- **Multiattack:** Two Bites or one Electric Tongue and uses Swallow.
- **Bite:** Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 11 (2d6+4) piercing damage + 7 (2d6) lightning.
- **Electric Tongue:** Melee Weapon Attack: +7 to hit, 20 ft., one target, 9 (2d4+4) bludgeoning damage + 7 (2d6) lightning and target is grappled (escape DC 15). Until the grapple ends the target is restrained and amphibolt can't make an Electric Tongue attack vs. another target.
- **Swallow:** Makes one Bite vs. a Med or smaller target it is grappling. If attack hits target is swallowed and grapple ends. Swallowed target is blinded and restrained has total cover vs. attacks and effects outside ambphibolt and it takes 10 (3d6) lightning at start of each of amphibolt's turns. Amphibolt can have only one target swallowed at a time. If amphibolt takes 15 damage or more on a single turn from swallowed creature amphibolt: DC 14 Con save at end of that turn or regurgitate creature which falls prone in a space within 5 ft. of amphibolt. If amphibolt dies swallowed creature is no longer restrained by it and can escape corpse using 5 ft. of move exiting prone.

View File

@@ -0,0 +1,32 @@
# Angel, Haladron
*Tiny* *Celestial* *lawful good*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 28 (8d4+8)
- **Speed:** walk 0 ft. fly 60 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** Tome of Beasts 3, page 23
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 13 (+1) | 12 (+1) | 12 (+1) | 15 (+2) | 15 (+2) | 10 (+0) |
- **Skills:** perception +2
- **Damage Resistances:** radiant
- **Condition Immunities:** exhaustion, poisoned, prone, unconscious
- **Senses:** darkvision 60', passive Perception 12
- **Languages:** Celestial, Common, telepathy 30'
### Special Abilities
- **Flyby:** The haladron doesn't provoke opportunity attacks when it flies out of an enemy's reach.
- **Immortal Nature:** Doesn't require food drink or sleep
- **Immutable Form:** Immune: form-altering spells/effects.
### Actions
- **Bolt of Law:** Ranged Spell Attack: +4 to hit, 60 ft., one target, 6 (1d8+2) radiant + 4 (1d8) thunder.
- **Stitch (3/Day):** The haladron repairs a single break or tear in an object it touches leaving no trace of the former damage. If the haladron uses this feature on a creature the creature regains 3 (1d6) hp.

View File

@@ -0,0 +1,42 @@
# Angel, Kalkydra
*Huge* *Celestial* *lawful good*
- **Armor Class:** 18 (natural armor)
- **Hit Points:** 189 (14d12+98)
- **Speed:** walk 40 ft. climb 30 ft. fly 90 ft.
- **Challenge Rating:** 13 (10,000 XP)
- **Source:** Tome of Beasts 3, page 26
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 22 (+6) | 14 (+2) | 24 (+7) | 17 (+3) | 21 (+5) | 23 (+6) |
- **Saving Throws**: Con +1, Wis +1, Cha +1
- **Skills:** perception +5
- **Damage Immunities:** fire, radiant
- **Damage Resistances:** poison; nonmagic B/P/S attacks
- **Condition Immunities:** charmed, exhaustion, frightened, poisoned, prone
- **Senses:** truesight 120', passive Perception 20
- **Languages:** all, telepathy 120'
### Special Abilities
- **Angelic Weapons:** Its weapon attacks are magical. When it hits with any weapon deals extra 4d8 radiant (included below).
- **Immortal Nature:** Doesn't require food drink or sleep
- **Magic Resistance:** Advantage: spell/magic effect saves.
### Actions
- **Multiattack:** Two Bites or Sunrays. Can replace one with Constrict.
- **Bite:** Melee Weapon Attack: +11 to hit, 10 ft., one target, 15 (2d8+6) piercing damage + 18 (4d8) radiant.
- **Constrict:** Melee Weapon Attack: +11 to hit, 5 ft., one target, 17 (2d10+6) bludgeoning damage + 18 (4d8) radiant and target is grappled (escape DC 18). Until this grapple ends creature is restrained and kalkydra can't constrict another target.
- **Sunray:** Ranged Spell Attack: +11 to hit, 120 ft., one target, 24 (4d8+6) radiant + 9 (2d8) fire.
- **Song of Sunrise (1/Day):** Sings a song to welcome the dawn causing sunlight to fill area in a 120' radius around it. Lasts 1 min.
- **Spellcasting:** Cha (DC 19) no material components: At will: detect evil and good light3/day ea: daylight dispel evil and good1/day ea: commune greater restoration
### Reactions
- **Solar Nimbus:** When hit by an attack it surrounds itself in a fiery nimbus searing attacker: 9 (2d8) fire and 9 (2d8) radiant and nimbus sheds bright light in 30' radius and dim light an additional 30'. Until start of kalkydra's next turn a creature within 5 ft. of kalkydra that hits it with melee attack takes 9 (2d8) fire and 9 (2d8) radiant.

View File

@@ -0,0 +1,40 @@
# Angel, Pelagic Deva
*Medium* *Celestial* *neutral good*
- **Armor Class:** 17 (Living Coral Armor)
- **Hit Points:** 142 (15d8+75)
- **Speed:** walk 20 ft. swim 90 ft.
- **Challenge Rating:** 11 (7,200 XP)
- **Source:** Tome of Beasts 3, page 27
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 19 (+4) | 18 (+4) | 20 (+5) | 17 (+3) | 20 (+5) | 22 (+6) |
- **Saving Throws**: Str +8, Wis +9, Cha +1
- **Skills:** perception +5
- **Damage Resistances:** cold, radiant; nonmagic B/P/S attacks
- **Condition Immunities:** charmed, exhaustion, frightened
- **Senses:** darkvision 120', passive Perception 19
- **Languages:** all, telepathy 120'
### Special Abilities
- **Amphibious:** Can breathe air and water.
- **Angelic Weapons:** Its weapon attacks are magical. When it hits with any weapon deals extra 4d8 radiant (included below).
- **Immortal Nature:** Doesn't require food drink or sleep
- **Living Coral Armor:** Its armor is made of living coral. If armor is damaged such as from a black pudding's Pseudopod armor fully repairs itself within 1 min provided it wasn't destroyed.
- **Magic Resistance:** Advantage: spell/magic effect saves.
### Actions
- **Multiattack:** Three Trident attacks.
- **Trident:** Melee or Ranged Weapon Attack: +8 to hit 5 ft. or range 20/60' one target 7 (1d6+4) piercing damage + 18 (4d8) radiant. If deva makes a ranged attack with its trident trident returns to its hands at start of its next turn.
- **Transforming Touch (5/Day):** Can magically polymorph a willing creature into a giant octopus hunter shark or plesiosaurus. Transformation lasts 8 hrs until target uses a bonus action to transform back into its true form or until target dies. Items target is wearing/carrying are absorbed into new form. In new form target retains its alignment and Int Wis and Cha scores as well as its ability to speak. Its other stats are replaced by those of its new form and it gains any capabilities that new form has but it lacks.
### Bonus Actions
- **Anoxic Aura (1/Day):** Removes oxygen from nearby water for 1 min. Each creature that requires oxygen to live (including air-breathing creatures under effects of water breathing) and starts its turn within 20' of deva: DC 17 Con save or begin suffocating. Deva never suffers effects of this; can choose any creatures in area to ignore it.

View File

@@ -0,0 +1,40 @@
# Angel, Psychopomp
*Medium* *Celestial* *lawful neutral*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 68 (8d8+32)
- **Speed:** walk 40 ft. fly 60 ft.
- **Challenge Rating:** 4 (1,100 XP)
- **Source:** Tome of Beasts 3, page 28
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 17 (+3) | 14 (+2) | 18 (+4) | 14 (+2) | 16 (+3) | 18 (+4) |
- **Saving Throws**: Con +6, Wis +5, Cha +6
- **Skills:** perception +3
- **Damage Resistances:** necrotic, radiant; nonmagic B/P/S weapons
- **Condition Immunities:** charmed, exhaustion, frightened, poisoned
- **Senses:** darkvision 120', passive Perception 15
- **Languages:** all, telepathy 60'
### Special Abilities
- **Death's Accomplice:** When it deals radiant can choose to deal necrotic instead.
- **Fiendish Countenance:** When traveling planes of existence demons and devils are native to (ex: Hell the Abyss) psychopomp appears to be a Fiend of a type native to that plane. Until it reveals its true nature (no action required) or uses Divine Dictum Spirit Usher or Unmake Contract it is undetectable as a Celestial.
- **Immortal Nature:** Doesn't require food drink or sleep
- **Magic Resistance:** Advantage: spell/magic effect saves.
### Actions
- **Multiattack:** Two Lantern Flail attacks.
- **Lantern Flail:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 8 (1d10+3) bludgeoning damage + 4 (1d8) radiant. A fiend or undead hit by this takes extra 10 (3d6) radiant.
- **Divine Dictum (Recharge 5-6):** Unleashes a small portion of its creator's influence. Each creature of psychopomp's choice that it can see within 30' of it: 22 (5d8) radiant (DC 14 Wis half). Each charmed frightened or possessed creature of psychopomp's choice within 60' of it can choose to end the condition.
- **Unmake Contract (1/Day):** Projects power/majesty of its patron deity. Creature it can see or hear within 60': freed of all liens on its soul.
### Bonus Actions
- **Spirit Usher (3/Day):** Wards a creature with divine power for 1 hr. While warded Celestials Fiends and Undead have disadvantage on attack rolls vs. the creature and creature can't be charmed frightened or possessed by them. Warded creature gains 11 temp hp and if slain can't be raised as an Undead for 1 year.

View File

@@ -0,0 +1,41 @@
# Angel, Shrouded
*Medium* *Celestial* *chaotic good*
- **Armor Class:** 18 (natural armor)
- **Hit Points:** 161 (17d8+85)
- **Speed:** walk 40 ft. fly 60 ft.
- **Challenge Rating:** 13 (10,000 XP)
- **Source:** Tome of Beasts 3, page 29
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 20 (+5) | 20 (+5) | 16 (+3) | 22 (+6) | 10 (+0) |
- **Saving Throws**: Str +9, Dex +1, Wis +1, Cha +5
- **Skills:** perception +6
- **Damage Resistances:** poison, radiant; nonmagic B/P/S attacks
- **Condition Immunities:** charmed, exhaustion, frightened, poisoned
- **Senses:** blindsight 30', darkvision 120', passive Perception 21
- **Languages:** all, telepathy 120'
### Special Abilities
- **Angelic Poison:** Its weapon attacks are magical and its weapons are coated with radiant poison. Creatures with resistance or immunity to poison or the poisoned condition can be affected by angel's poison. Such creatures have advantage on saves vs. the angel's poison.
- **Divine Awareness:** Knows if it hears a lie.
- **Evasion:** If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails.
- **Immortal Nature:** Doesn't require food drink or sleep
- **Magic Resistance:** Advantage: spell/magic effect saves.
### Actions
- **Multiattack:** Three Justicar's Blade or Justicar's Blast attacks.
- **Justicar's Blade:** Melee Weapon Attack: +10 to hit, 5 ft., one target, 13 (2d8+5) slashing damage + 14 (4d6) poison and target: DC 17 Con save or be poisoned. Poisoned condition lasts until it is removed by the lesser restoration spell or similar magic.
- **Justicar's Blast:** Ranged Spell Attack: +11 to hit, 120 ft., one target, 24 (4d8+6) radiant.
- **Spellcasting:** Wis (DC 19) no material components: At will: bane bless locate creature3/day ea: invisibility (self only) healing word (level 5) nondetection
### Reactions
- **Executioner's Judgment:** When a creature poisoned by shrouded angel starts its turn angel demands target repent. If it doesn't repent: DC 17 Con save. Fail: reduced to 0 hp. Success: 22 (5d8) radiant. If target repents its next action is chosen by angel as if it failed a save vs. the command spell: “Draw Nigh” (approach) “Clasp Hands in Prayer” (drop) “Seek Redemption” (flee) “Be Penitent” (grovel) or “In Stillness Hear the Truth” (halt). Once angel uses this reaction it must deal poison to a poisoned target before using it again.

View File

@@ -0,0 +1,56 @@
# Angel, Zirnitran
*Huge* *Celestial* *neutral good*
- **Armor Class:** 19 (natural armor)
- **Hit Points:** 325 (26d12+156)
- **Speed:** walk 30 ft. fly 80 ft.
- **Challenge Rating:** 20 (25,000 XP)
- **Source:** Tome of Beasts 3, page 30
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 19 (+4) | 14 (+2) | 23 (+6) | 25 (+7) | 25 (+7) | 20 (+5) |
- **Saving Throws**: Str +1, Dex +8, Wis +1, Cha +1
- **Skills:** perception +7
- **Damage Immunities:** necrotic, poison
- **Damage Resistances:** radiant; nonmagic B/P/S attacks
- **Condition Immunities:** charmed, exhausted, frightened, poisoned
- **Senses:** truesight 120', passive Perception 23
- **Languages:** all, telepathy 120'
### Special Abilities
- **Angelic Weapons:** Its weapon attacks are magical. When it hits with any weapon deals extra 5d8 radiant (included below).
- **Aura of Balance:** Affects chance and probability around it. While creature within 20' of it can't have advantage or disadvantage on any ability check attack roll or save. Aura affects zirnitran. At start of each of its turns zirnitran chooses whether this aura is active.
- **Divine Awareness:** Knows if it hears a lie.
- **Dragon Watcher:** Advantage: saves vs. dragon breath weapons. No damage if it succeeds on such a save and only half if it fails.
- **Hardened Scales:** Any critical hit vs. it becomes a normal hit.
- **Immortal Nature:** Doesn't require food drink or sleep
- **Legendary Resistance (3/Day):** Choose to succeed failed save.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Glimpse from the Heavens:** Its eyes flash with the majesty of a solar eclipse. Each creature of its choice that is within 60' of it and that can see it: DC 19 Wis save or frightened for 1 min. Creature can re-save at end of each of its turns ending the effect on a success. If save is successful or effect ends for it creature is immune to zirnitran's Glimpse of the Heavens for the next 24 hrs. A creature that fails by 5+ is also blinded. Blindness lasts until removed by a greater restoration spell or similar magic.
- **Secrets of the Hidden Hoard (2/Day):** Draws upon ages of study and observation and casts one spell of 8th level or lower that appears on the cleric or wizard spell list. Casts the spell as an action regardless of spell's normal casting time.
- **Spellcasting:** Wis (DC 21) no material components: At will: detect evil and good invisibility (self only) legend lore thaumaturgy3/day ea: dispel evil and good geas (as an action)1/day ea: antimagic field plane shift
### Actions
- **Multiattack:** Uses Glimpse from the Heavens then three Anointed Claws or Draconic Blasts.
- **Anointed Claws:** Melee Weapon Attack: +10 to hit, 5 ft., one target, 11 (2d6+4) slashing damage and 22 (5d8) radiant.
- **Draconic Blast:** Ranged Spell Attack: +13 to hit, 120 ft., one target, 29 (5d8+7) radiant. Can choose to deal acid cold fire lightning or poison instead of radiant.
- **Sacred Flame Breath (Recharge 5-6):** Exhales holy fire in a 90' cone. Each creature in that area: 33 (6d10) fire and 33 (6d10) radiant (DC 20 Dex half). Also the holy fire burns away magic ending any spell of 7th-level or lower in the area.
### Reactions
- **Six-Scaled Aegis:** When it takes damage it gains resistance to that type of damage including the triggering damage for 1 min or until it uses this reaction again.
### Legendary Actions
- **Detect:** Knows location of each dragon and each creature with strong connection to dragons such as a sorcerer with the draconic bloodline within 120' of it.
- **Move:** Flies up to half its fly speed with o provoking opportunity attacks.
- **Attack (2):** Makes one Anointed Claws or Draconic Blast attack.
- **Cast a Spell (2):** Uses Spellcasting.
- **Under Black Wings (3):** Creates a magical feathered shield around itself or another creature it can see within 120' of it. Target gains +2 to AC and 20 temp hp until the end of zirnitran's next turn.

View File

@@ -0,0 +1,58 @@
# Animal Lord, Mammoth Queen
*Huge* *Fey* *chaotic good*
- **Armor Class:** 20 (natural armor)
- **Hit Points:** 250 (20d12+120)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 18 (20,000 XP)
- **Source:** Tome of Beasts 3, page 32
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 25 (+7) | 10 (+0) | 22 (+6) | 15 (+2) | 18 (+4) | 19 (+4) |
- **Saving Throws**: Dex +6, Wis +1
- **Skills:** perception +4
- **Damage Immunities:** cold, poison
- **Damage Resistances:** nonmagic B/P/S attacks
- **Condition Immunities:** charmed, exhaustion, frightened, incapacitated, poisoned, stunned
- **Senses:** truesight 120', passive Perception 20
- **Languages:** all, telepathy 120'
### Special Abilities
- **Elephantine Passivism:** No elephant mammoth or other elephantine creature can willingly attack her. Can be forced to do so magically.
- **Legendary Resistance (3/Day):** Choose to succeed failed save.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Magic Weapons:** Weapon attacks are magical.
- **Rejuvenation:** If she dies soul reforms on Astral Plane. In 1d6 days it inhabits body of another elephantine creature on Material Plane which becomes the Queen with all hp and abilities thereof. Only killing every elephantine creature on the Material Plane will prevent this.
- **Speak with Elephantines:** Communicate with any elephant mammoth or other elephantine creature as if they shared a language.
- **Trampling Charge:** If she moves 20'+ straight to creature and then hits it with Gore on same turn target knocked prone (DC 20 Str negates). If target is prone queen can make one Stomp vs. it as a bonus action.
- **Stomp (Elephantine or True Form):** Melee Weapon Attack: +13 to hit, 5 ft., one target, 34 (5d10+7) bludgeoning damage.
- **Trunk (Elephantine or True Form):** Melee Weapon Attack: +13 to hit, 15 ft., one creature,. Target is grappled (escape DC 19) if it is a Large or smaller creature. Until grapple ends target restrained queen can't use Trunk on another.
- **Tusk Sweep (Elephantine or True Form Recharge 5-6):** Channels raw magic as she sweeps her tusks in a wide arc. Each creature in a 15 ft. cube: 35 (10d6) bludgeoning damage and is pushed up to 15 ft. away from the queen (DC 20 Dex half damage and isn't pushed away).
### Actions
- **Multiattack:** Three Battleaxes or two Gores or she makes one Gore and one Stomp. She can replace one attack with one Trunk or Trunk Slam.
- **Battleaxe (Humanoid or True Form):** Melee Weapon Attack: +13 to hit, 10 ft., one target, 20 (3d8+7) slashing damage or 23 (3d10+7) slashing damage if used with two hands.
- **Gore (Elephantine or True Form):** Melee Weapon Attack: +13 to hit, 10 ft., one target, 34 (6d8+7) piercing damage.
- **Trunk Slam:** One up to Large object held/creature grappled by her is slammed to ground or flung. Creature slammed: 27 (5d10) bludgeoning damage (DC 20 Con half). This doesn't end grappled condition on target. Creature flung: thrown up to 60' in random direction and knocked prone. If thrown creature strikes solid surface target: 3 (1d6) bludgeoning damage per 10 ft. thrown. If target is thrown at another creature that creature: DC 19 Dex save or take same damage and knocked prone.
### Bonus Actions
- **Change Shape:** Transforms into Gargantuan oliphaunt (see Creature Codex) a Huge mammoth a Med female human with thick brown hair tied back in a braid or back into her true Huge elephant-headed humanoid form. Her stats other than size are the same in each form. Any items worn/carried transform with her.
### Reactions
- **Catch Weapon (Elephantine or True Form):** When hit by a melee weapon attack she can reduce the damage by 1d10+17. If this reduces damage to 0 queen can catch the weapon with her trunk if she is not using it to grapple a creature. If Queen catches a weapon in this way she must make a Str (Athletics) check contested by attacker's Str (Athletics) or Dex (Acrobatics) check (target chooses). Queen has disadvantage on the check if wielder is holding item with 2+ hands. If she wins she disarms creature and can throw the weapon up to 60' in a random direction as part of the same reaction.
### Legendary Actions
- **Regenerative Hide:** Regains 15 hp. She can't use this legendary action again until the end of her next turn.
- **Trunk:** Makes one Trunk attack.
- **Shoving Stampede (2):** Charges becoming unstoppable stampede in line up to 80' long × 15 ft. wide. All in line: 14 (4d6) bludgeoning damage and pushed up to 15 ft. away and knocked prone (DC 20 Dex half not pushed/prone). Queen's move along this line doesn't provoke opportunity attacks.
- **Queen's Trumpet (3):** Emits loud trumpeting audible to 300'. Chooses up to 3 creatures that can hear trumpet. If target is friendly has advantage on its next attack roll ability check or save. If hostile: DC 20 Wis save or frightened til end of its next turn.

View File

@@ -0,0 +1,35 @@
# Animated Instrument, Quartet
*Large* *Construct* *unaligned*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 102 (12d10+36)
- **Speed:** walk 30 ft. fly 50 ft.
- **Challenge Rating:** 4 (1,100 XP)
- **Source:** Tome of Beasts 3, page 34
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 16 (+3) | 17 (+3) | 4 (-3) | 5 (-3) | 18 (+4) |
- **Skills:** perception +-3
- **Damage Immunities:** poison, psychic
- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- **Senses:** blindsight 60' (blind beyond), passive Perception 7
- **Languages:** —
### Special Abilities
- **Antimagic Susceptibility:** The quartet is incapacitated while in the area of an antimagic field. If targeted by dispel magic the quartet must succeed on a Con save vs. the caster's spell save DC or fall unconscious for 1 min.
- **Construct Nature:** The quartet doesn't require air food drink or sleep.
- **False Appearance:** While motionless indistinguishable from group of musical instruments.
- **Four-Part Harmony:** An animated quartet is always composed of four instruments that sit or hover close together acting with singular intent. If an attack deals at least 25 damage to the quartet then one of the instruments falls unconscious causing the quartet to deal one die less of damage with its Trouble Clef and Orchestra Hit actions.
### Actions
- **Multiattack:** Two Trouble Clef or Orchestra Hit attacks.
- **Trouble Clef:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 13 (4d4+3) bludgeoning damage.
- **Orchestra Hit:** Ranged Spell Attack: +6 to hit, 60 ft., one target, 18 (4d6+4) thunder.
- **Musical Arrangement:** The quartet plays one of the following songs:Dreadful Dirge. The quartet plays a hair-raising tune that evokes terror. Each hostile creature within 30' of the quartet must make DC 14 Wis save or be frightened until the end of its next turn.Oppressive Overture. The quartet plays a heavy melody that reverberates through nearby creatures. Each hostile creature within 30' of the quartet must make DC 14 Str save or be knocked prone.Seditious Sonata. The quartet plays a song that incites disobedience and rebellion. Each hostile creature within 30' of the quartet must make DC 14 Cha save

View File

@@ -0,0 +1,47 @@
# Animated Instrument, Symphony
*Gargantuan* *Construct* *neutral*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 201 (13d20+65)
- **Speed:** walk 30 ft. fly 30 ft.
- **Challenge Rating:** 15 (13,000 XP)
- **Source:** Tome of Beasts 3, page 34
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 12 (+1) | 18 (+4) | 20 (+5) | 10 (+0) | 8 (-1) | 22 (+6) |
- **Saving Throws**: Dex +7, Con +1, Wis +4, Cha +1
- **Skills:** perception +-1
- **Damage Immunities:** poison, psychic
- **Damage Resistances:** bludgeoning, piercing, slashing
- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- **Senses:** blindsight 120' (blind beyond), passive Perception 9
- **Languages:** understands Common but can't speak
### Special Abilities
- **Antimagic Susceptibility:** Incapacitated while in the area of an antimagic field. If targeted by dispel magic instrument must succeed on a Con save vs. caster's spell save DC or fall unconscious for 1 min. Has advantage on this save.
- **Construct Nature:** Doesn't require air food drink or sleep.
- **False:** [+]Appearance[/+] Motionless and not flying: indistinguishable from large musical instrument collection and performance paraphernalia.
- **Grand Composition:** While it occupies another creature's space that creature has disadvantage on Con saves to maintain concentration and creature can't cast spells with verbal components.
- **Legendary Resistance (3/Day):** Choose to succeed failed save.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Swarm:** Can occupy another creature's space and vice versa and symphony can move through any opening large enough for a Small musical instrument. Except for the Harmonize legendary action symphony can't regain hp or gain temp hp.
- **Musical Arrangement:** Plays one of the following:Ballet of Quickening Steps Lilting ballet that picks up pace in startling fashion increasing its movement speed by 10 ft. and allowing it to take the Dodge action as a bonus action on each of its turns. Lasts 1 min or until symphony plays a different song.Harrowing Hymn Foreboding verse. Each creature within 30' of symphony that can hear it: DC 19 Wis save or frightened for 1 min. A creature can re-save at end of each of its turns success ends effect on itself. If creature's save succeeds or effect ends for it creature immune to symphony's Harrowing Hymn for next 24 hrs.Concerto for the Luckless Piece pits nearby listeners vs. their own misfortunes. Each creature within 60' of symphony and can hear it: DC 19 Cha save or be cursed 1 min. While cursed creature can't add its proficiency bonus to attack rolls or ability checks. If cursed creature rolls a 20 on attack roll or ability check curse ends. Curse can be lifted early by remove curse spell or similar magic.Four Winds Canon Trumpets gale force winds in a 90' cone. Each creature in that area: creature is pushed up to 30' away from symphony and knocked prone (DC 19 Str creature is knocked prone but isn't pushed). Winds also disperse gas or vapor and it extinguishes candles torches and similar unprotected flames in the area. It causes protected flames such as those of lanterns to dance wildly and has a 50% chance to extinguish them.
### Actions
- **Multiattack:** Uses Musical Arrangement. Then two Hammer Note or Pulsating Cacophony attacks.
- **Hammer Note:** Melee Weapon Attack: +9 to hit 5 ft. 1 tgt in the swarm's space. 36 (8d8) bludgeoning damage or 18 (4d8) bludgeoning damage if symphony has half its hp or fewer.
- **Pulsating Cacophony:** Ranged Spell Attack: +11 to hit, 60 ft., one target, 22 (4d10) thunder + 13 (2d12) psychic or 11 (2d10) thunder + 6 (1d12) psychic if the symphony has half its hp or fewer.
### Legendary Actions
- **Move:** Moves up to its speed with o provoking opportunity attacks.
- **Harmonize (2):** Tunes its worn-out instruments back to working harmony regaining 20 hp and ending one condition affecting it.
- **Orchestral Flourish (2):** Plays a short fierce melody. Each creature within 10 ft. of symphony including creatures in its space: 10 (3d6) thunder (DC 19 Con half).
- **Syncopated Melody (3):** Mimics a spell that was cast since the end of its last turn. It makes a Performance check where the DC is the caster's DC+the level of the spell symphony is trying to mimic. If successful symphony casts the spell using original caster's DC and spell attack bonus.

View File

@@ -0,0 +1,34 @@
# Animated Instrument
*Tiny* *Construct* *unaligned*
- **Armor Class:** 12 (natural armor)
- **Hit Points:** 17 (7d4)
- **Speed:** walk 0 ft. fly 30 ft.
- **Challenge Rating:** 1/4 (50 XP)
- **Source:** Tome of Beasts 3, page 34
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 1 (-5) | 12 (+1) | 11 (+0) | 1 (-5) | 5 (-3) | 15 (+2) |
- **Skills:** perception +-3
- **Damage Immunities:** poison, psychic
- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- **Senses:** blindsight 60' (blind beyond), passive Perception 7
- **Languages:** —
### Special Abilities
- **Antimagic Susceptibility:** Incapacitated while in the area of an antimagic field. If targeted by dispel magic instrument must succeed on a Con save vs. caster's spell save DC or fall unconscious for 1 min.
- **Construct Nature:** Doesn't require air food drink or sleep.
- **False:** [+]Appearance[/+] While motionless and isn't flying indistinguishable from normal musical instrument.
### Actions
- **Trouble Clef:** Melee Weapon Attack: +3 to hit, 5 ft., one target, 4 (1d4+1) bludgeoning damage.
- **Orchestra Hit:** Ranged Spell Attack: +4 to hit, 60 ft., one target, 5 (1d6+2) thunder.
- **Spirited Solo (Recharge 5-6):** Improvises a tune to draw listeners into entrancing thought. Each creature within 30' of it that can hear the song: creature is incapacitated until end of its next turn (DC 12 Wis creature has an epiphany and gains advantage on Cha (Performance) checks for 1 day).
- **Courageous Anthem (1/Day):** Plays a song that bolsters its allies. Each friendly creature within 30' of the instrument that can hear song has a +1 bonus to attack rolls ability checks and saves until song ends. Instrument must take a bonus action on subsequent turns to continue playing the song. Can stop playing at any time. Song ends if animated instrument is incapacitated. A creature can benefit from only one Courageous Anthem at a time.

View File

@@ -0,0 +1,36 @@
# Animated Offal
*Huge* *Ooze* *unaligned*
- **Armor Class:** 8
- **Hit Points:** 207 (18d12+90)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 9 (5,000 XP)
- **Source:** Tome of Beasts 3, page 38
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 6 (-2) | 20 (+5) | 1 (-5) | 7 (-2) | 1 (-5) |
- **Skills:** perception +-2
- **Damage Immunities:** necrotic
- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
- **Senses:** blindsight 120' (blind beyond), passive Perception 8
- **Languages:** —
### Special Abilities
- **Flowing Flesh:** Can move through spaces as narrow as 6 inches wide with o squeezing.
- **Healing Sense:** Can sense healing spells effects and potions within 120' of it. If the ooze is the target of a healing spell if it consumes a healing potion or if it is affected by a similar magical effect it gains a +2 bonus to its AC has advantage on Dex saves and can use its Pseudopod attack as a bonus action for 1 min.
- **Ooze Nature:** Doesn't require sleep.
### Actions
- **Multiattack:** Two Pseudopod attacks.
- **Pseudopod:** Melee Weapon Attack: +8 to hit, 10 ft., one target, 11 (2d6+4) bludgeoning damage + 18 (4d8) necrotic and target is grappled (escape DC 16) if it is a Large or smaller creature and offal doesn't have two other creatures grappled. If target is holding or carrying one or more healing potions there is a 25 percent chance one potion shatters during the attack allowing animated offal to absorb the healing energy and gain the benefits of its Healing Sense.
### Bonus Actions
- **Subsume:** Begins absorbing one creature it is grappling. Creature takes 18 (4d8) necrotic (DC 17 Con half). Offal regains hp equal to half the damage dealt. If offal is at its hp max it gains temp hp for 1 hr instead. Offal can add temp hp gained from this trait to temp hp gained earlier from this trait. Temporary hp can't exceed 48. If its temp hp would exceed 48 a new animated offal appears in an unoccupied space within 5 ft. of offal. The new Ooze is Small doesn't have this bonus action and has 10 hp. Creature killed by this bonus action is fully subsumed into offal and can be restored to life only by means of a resurrection spell or similar magic.

View File

@@ -0,0 +1,36 @@
# Aphasian Abomination
*Large* *Construct* *unaligned*
- **Armor Class:** 15
- **Hit Points:** 170 (20d10+60)
- **Speed:** walk 0 ft. fly 60 ft.
- **Challenge Rating:** 10 (5,900 XP)
- **Source:** Tome of Beasts 3, page 39
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 1 (-5) | 20 (+5) | 16 (+3) | 17 (+3) | 20 (+5) | 5 (-3) |
- **Saving Throws**: Dex +9, Int +7, Wis +9
- **Skills:** perception +5
- **Damage Immunities:** poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks
- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
- **Senses:** darkvision 120', passive Perception 19
- **Languages:** Common, telepathy 120'
### Special Abilities
- **Amorphous:** Move through space 1ft.+ wide with o squeezing.
- **Aphasic Field:** Generates a field of psychic distortion around itself. Each creature that starts its turn within 60' of abomination: DC 17 Int save or lose ability to speak coherently saying coherent words that make no sense in context instead of what it intends to say. If creature attempts to cast a spell with verbal components it fails taking 9 (2d8) psychic per spell level of spell it attempted to cast and expends spell slot.
- **Construct Nature:** Doesn't require air food drink or sleep.
- **Immutable Form:** Immune: form-altering spells/effects.
- **Made of Magic:** Is formed of magical energy. It temporarily winks out of existence when inside an antimagic field instantly reappearing once space it occupied is no longer within area of effect. If targeted by dispel magic: 21 (6d6) damage + extra 7 (2d6) psychic for each spell level beyond 3rd if spell is cast using a higher spell slot.
- **Magic Resistance:** Advantage: spell/magic effect saves.
### Actions
- **Multiattack:** Three Force Blast attacks.
- **Force Blast:** Melee or Ranged Spell Attack: +9 to hit 5 ft. or range 120' one target 23 (4d8+5) force.

View File

@@ -0,0 +1,41 @@
# Arcane Leviathan
*Gargantuan* *Construct* *unaligned*
- **Armor Class:** 17 (natural armor)
- **Hit Points:** 279 (18d20+90)
- **Speed:** walk 10 ft. swim 60 ft.
- **Challenge Rating:** 16 (15,000 XP)
- **Source:** Tome of Beasts 3, page 40
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 26 (+8) | 5 (-3) | 21 (+5) | 5 (-3) | 17 (+3) | 8 (-1) |
- **Saving Throws**: Str +1, Con +1, Int +2, Wis +8, Cha +4
- **Skills:** perception +3
- **Damage Immunities:** lightning, poison, psychic
- **Damage Resistances:** acid, thunder; nonmagic B/P/S attacks
- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- **Senses:** truesight 120', passive Perception 13
- **Languages:** understands creator's languages but can't speak
### Special Abilities
- **Construct Nature:** Doesn't require air food drink or sleep.
- **Impregnable:** If subjected to an effect that allows it to make a save to take only half damage it instead takes no damage if it succeeds on the save and only half damage if it fails.
- **Siege Monster:** Double damage to objects/structures.
### Actions
- **Multiattack:** One Slam and two Claws or four Lightning Bolts.
- **Claw:** Melee Weapon Attack: +13 to hit, 15 ft., one target, 26 (4d8+8) slashing damage. If target is Huge or smaller it is grappled (escape DC 19). Leviathan has two claws each of which can grapple only one target.
- **Slam:** Melee Weapon Attack: +13 to hit, 5 ft., one target, 18 (4d4+8) bludgeoning damage and target: DC 19 Str save or be knocked prone.
- **Lightning Bolt:** Ranged Spell Attack: +8 to hit 150/600' one target 17 (4d6+3) lightning.
- **Pylon Discharge (Recharge 5-6):** Discharges energy surge at a point it can see within 200' of it. Each creature within 30' of that point: 45 (10d8) lightning and is blinded until the end of its next turn (DC 19 Dex half damage not blinded).
### Bonus Actions
- **Arcane Barrage:** Sends arcane energy toward a creature it can see within 120' of it. Target begins to glow with arcane energy and at end of target's next turn: 35 (10d6) radiant (DC 19 Con half). Damage is divided evenly between target and all creatures within 10 ft. of it except leviathan.

View File

@@ -0,0 +1,37 @@
# Arcane Scavenger
*Large* *Construct* *neutral*
- **Armor Class:** 17 (natural armor)
- **Hit Points:** 127 (17d10+34)
- **Speed:** walk 10 ft. fly 40 ft.
- **Challenge Rating:** 9 (5,000 XP)
- **Source:** Tome of Beasts 3, page 41
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 19 (+4) | 18 (+4) | 14 (+2) | 16 (+3) | 16 (+3) | 13 (+1) |
- **Saving Throws**: Dex +8, Wis +7
- **Skills:** perception +3
- **Damage Immunities:** force, poison, psychic
- **Damage Resistances:** nonmagic B/P/S attacks
- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- **Senses:** truesight 60', passive Perception 17
- **Languages:** —
### Special Abilities
- **Construct Nature:** Doesn't require air food drink or sleep.
- **Eldritch Overload:** When reduced to half its max hp or fewer its speed is doubled and it gains additional action each turn. The action must be to Dash Disengage Hide or Use an Object or to make one Grabbing Claws or Excavation Beam attack. Effect lasts for 3 rounds. At end of its third turn the scavenger takes 10 (3d6) fire.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Ruinous Detonation:** When it dies it explodes and each creature within 30' of it: 21 (6d6) force is flung up to 40' away from scavenger and is knocked prone (DC 16 Dex half damage and isn't flung or knocked prone).
### Actions
- **Multiattack:** Three Grabbing Claw or Excavation Beams.
- **Grabbing Claw:** Melee Weapon Attack: +8 to hit, 15 ft., one target, 13 (2d8+4) bludgeoning damage + 7 (2d6) force and target is grappled (escape DC 16). Scavenger has eight claws each of which can grapple only one target.
- **Excavation Beam:** Ranged Spell Attack: +7 to hit, 60 ft., one target, 20 (5d6+3) fire.
- **Spellcasting:** Int (DC 15) no material components: At will: detect magic locate object3/day ea: counterspell dispel magic

View File

@@ -0,0 +1,39 @@
# Archon, Siege
*Huge* *Celestial* *lawful good*
- **Armor Class:** 18 (plate)
- **Hit Points:** 187 (15d12+90)
- **Speed:** walk 40 ft. fly 60 ft.
- **Challenge Rating:** 13 (10,000 XP)
- **Source:** Tome of Beasts 3, page 42
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 22 (+6) | 14 (+2) | 22 (+6) | 10 (+0) | 20 (+5) | 17 (+3) |
- **Saving Throws**: Str +1, Con +1, Wis +1, Cha +8
- **Skills:** perception +5
- **Damage Resistances:** radiant; nonmagic B/P/S attacks
- **Condition Immunities:** charmed, exhaustion, frightened
- **Senses:** truesight 120', passive Perception 20
- **Languages:** all, telepathy 120'
### Special Abilities
- **Celestial Weapons:** Its weapon attacks are magical. When archon hits with its Trunk Maul weapon deals extra 5d8 force (included below).
- **False Appearance:** While motionless indistinguishable from inanimate statue.
- **Immortal Nature:** Doesn't require food drink or sleep
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Siege Monster:** Double damage to objects/structures.
- **Trampling Charge:** If it moves 20'+ straight toward a creature and then hits it with trunk maul on same turn target: DC 19 Str save or be pushed up to 10 ft. and knocked prone. If target is prone archon can make one Stomp attack vs. it as a bonus action.
### Actions
- **Multiattack:** Two Trunk Maul attacks or four Trumpeting Blasts.
- **Trunk Maul:** Melee Weapon Attack: +11 to hit, 10 ft., one target, 20 (4d6+6) bludgeoning damage + 22 (5d8) force.
- **Stomp:** Melee Weapon Attack: +11 to hit 10 ft. one prone creature. 22 (3d10+6) bludgeoning damage.
- **Trumpeting Blast:** Ranged Spell Attack: +10 to hit, 120 ft., one target, 19 (4d6+5) thunder.
- **Sundering Quake (Recharge 5-6):** Slams its forelegs into the ground. Each creature in contact with the ground within 20' of it: 49 (14d6) force (DC 19 Dex half). Each structure in contact with the ground within 20' of archon also takes the damage and collapses if the damage reduces it to 0 hp.

View File

@@ -0,0 +1,41 @@
# Archon, Ursan
*Large* *Celestial* *chaotic good*
- **Armor Class:** 16 (natural armor)
- **Hit Points:** 142 (15d10+60)
- **Speed:** walk 30 ft. fly 60 ft.
- **Challenge Rating:** 9 (5,000 XP)
- **Source:** Tome of Beasts 3, page 43
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 21 (+5) | 14 (+2) | 18 (+4) | 13 (+1) | 17 (+3) | 16 (+3) |
- **Saving Throws**: Con +8, Wis +7, Cha +7
- **Skills:** perception +3
- **Damage Immunities:** cold
- **Damage Resistances:** radiant; nonmagic B/P/S attacks
- **Condition Immunities:** charmed, exhaustion, frightened, prone
- **Senses:** darkvision 120', passive Perception 13
- **Languages:** all, telepathy 120'
### Special Abilities
- **Celestial Weapons:** Its weapon attacks are magical. When it hits with any weapon deals an extra 4d8 force (included below).
- **Immortal Nature:** Doesn't require food drink or sleep
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Reckless:** At the start of its turn can gain advantage on all melee weapon attack rolls it makes during that turn but attacks vs. it have advantage until start of its next turn.
- **Relentless (Recharge: Short/Long Rest):** If it takes 30 damage or less that would reduce it to 0 hp it is reduced to 1 hp instead.
### Actions
- **Multiattack:** Two Greataxe attacks. When Thunderous Roar is available it can use the roar in place of one Greataxe attack.
- **Greataxe:** Melee Weapon Attack: +9 to hit, 5 ft., one target, 18 (2d12+5) slashing damage + 13 (3d8) force.
- **Thunderous Roar (Recharge 5-6):** Unleashes a terrifying roar in a 30' cone. Each creature in that area: 36 (8d8) thunder (DC 16 Con half). In addition each hostile creature within 60' of archon that can hear it: DC 15 Wis save or be frightened for 1 min. Creatures in the 30' cone have disadvantage on this save. A frightened creature can re-save at end of each of its turns success ends effect on itself.
### Reactions
- **Rallying Roar:** When it reduces a creature to 0 hp it can utter a triumphant roar. Each friendly creature within 60' of the archon that is frightened paralyzed stunned or unconscious has advantage on its next save. A friendly creature with o those conditions has advantage on its next attack roll. In addition each friendly creature within 60' of archon that can hear the roar gains 14 (4d6) temp hp.

View File

@@ -0,0 +1,36 @@
# Archon, Word
*Tiny* *Celestial* *lawful good*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 28 (8d4+8)
- **Speed:** walk 0 ft. fly 90 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 44
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 14 (+2) | 13 (+1) | 13 (+1) | 17 (+3) | 16 (+3) |
- **Saving Throws**: Wis +5, Cha +5
- **Skills:** perception +3
- **Damage Immunities:** necrotic, poison
- **Damage Resistances:** radiant
- **Condition Immunities:** charmed, exhaustion, frightened, poisoned, prone
- **Senses:** darkvision 120', passive Perception 13
- **Languages:** all, telepathy 60'
### Special Abilities
- **Immortal Nature:** Doesn't require food drink or sleep
- **Keen Sight:** Advantage: sight Wis (Percept) checks.
- **Magic Resistance:** Advantage: spell/magic effect saves.
### Actions
- **Slam:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) radiant.
- **Forceful Words:** Ranged Spell Attack: +5 to hit, 90 ft., one target, 10 (2d6+3) radiant.
- **Share Smite (3/Day):** Empowers the weapon of one creature within 30' of it that can hear and see it for 1 min. The first time the target hits with the weapon on a turn deals extra 9 (2d8) radiant. If creature the target hits is a Fiend or Undead it takes 13 (3d8) radiant instead.
- **Spellcasting:** Cha (DC 13) no material or somatic components: At will: dancing lights message true strike1/day ea: faerie fire heroism

View File

@@ -0,0 +1,30 @@
# Asp Vine
*Medium* *Plant* *unaligned*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 55 (10d8+10)
- **Speed:** walk 10 ft.
- **Challenge Rating:** 4 (1,100 XP)
- **Source:** Tome of Beasts 3, page 45
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 14 (+2) | 12 (+1) | 12 (+1) | 1 (-5) | 3 (-4) | 1 (-5) |
- **Skills:** perception +-4
- **Damage Resistances:** bludgeoning, piercing
- **Condition Immunities:** blinded, deafened, frightened
- **Senses:** blindsight 30' (blind beyond), passive Perception 6
- **Languages:** —
### Special Abilities
- **False Appearance:** While motionless indistinguishable from normal cluster of vines.
### Actions
- **Multiattack:** Four Vine attacks.
- **Vine:** Melee Weapon Attack: +6 to hit, 5 ft., one target, 4 (1d4+2) piercing damage and 5 (2d4) poison and the target must make DC 14 Con save or be poisoned for 1 min. If the target is a creature it is grappled (escape DC 14). Until this grapple ends the target is restrained and must succeed on a new save each round it remains grappled or take another 5 (2d4) poison. The asp vine can grapple up to four targets at a time though it can still make vine attacks vs. other targets even if it has four grappled opponents.

View File

@@ -0,0 +1,39 @@
# Astralsupial
*Medium* *Beast* *unaligned*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 82 (15d6+30)
- **Speed:** walk 30 ft. climb 30 ft.
- **Challenge Rating:** 4 (1,100 XP)
- **Source:** Tome of Beasts 3, page 46
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 8 (-1) | 17 (+3) | 14 (+2) | 4 (-3) | 12 (+1) | 14 (+2) |
- **Saving Throws**: Dex +5, Cha +4
- **Skills:** perception +1
- **Senses:** darkvision 30', passive Perception 13
- **Languages:** —
### Special Abilities
- **Apposable Thumbs:** Advantage on climb-related Str (Athletics).
- **Keen Hearing:** [+]and Smell[/+] Advantage: hearing/smell Wis (Perception).
### Actions
- **Multiattack:** Two Claws attacks and uses Astral Pouch.
- **Claws:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) slashing damage.
- **Astral Pouch:** Reaches into its extradimensional pouch and chooses a point it can see within 30' of it. Each creature within 10 ft. of that point suffers effect delow determined by d6 roll if creature fails DC 13 Dex save. It is immune to its own Astral Pouch effects.1 Ball Bearings Roll out of the pouch scattering at end of astralsupial's next turn. Creature knocked prone).2 Cooking Utensils Cast-iron cook pans fly out. Creature: 5 (2d4) bludgeoning damage.3 Tangled Threads Mass of Threads bursts out of pouch. Creature restrained until a creature uses action to break thread (DC 10 Str).4 Astral Mirror Imbued with trace of Astral Plane's power flashes brilliantly. Creature: 1d4 psychic and blinded until end of its next turn.5 Smelly Trash Handfuls of putrid trash spill from the pouch. Creature is poisoned for 1 min. Creature can make a DC 13 Con save at the end of each of its turns success ends effect on itself.6 Magic Beans Magical beans bounce out of the pouch. A creature takes 10 (4d4) fire on a failed save or half as much if made.
### Bonus Actions
- **Astral Traveler (2/Day):** Briefly surrounds itself in a shower of glittering dust and teleports to an unoccupied space it can see within 30 feet.
### Reactions
- **Playing Dead:** When reduced to 10 hp or less it feigns death in hopes of deceiving its attackers. A creature that sees it in this state can determine it is a ruse via DC 15 Wis (Medicine) check. Ruse lasts until astralsupial ends it (no action required) up to 8 hrs. 1st attack it makes within 1 round of ending ruse has advantage.

View File

@@ -0,0 +1,33 @@
# Aural Hunter
*Large* *Aberration* *chaotic evil*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 127 (15d10+45)
- **Speed:** walk 40 ft. climb 30 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** Tome of Beasts 3, page 47
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 14 (+2) | 16 (+3) | 7 (-2) | 19 (+4) | 6 (-2) |
- **Skills:** perception +4
- **Condition Immunities:** blinded
- **Senses:** blindsight 60' or 20' while deafened (blind beyond), passive Perception 17
- **Languages:** —
### Special Abilities
- **Blind Senses:** Can't use its blindsight while deafened and unable to smell.
- **Keen Hearing:** Has advantage on Wis (Perception) checks that rely on hearing.
- **Sonic Sensitivity:** When it takes thunder damage it becomes deafened until the end of its next turn.
### Actions
- **Multiattack:** Two Claws attacks and one Rib Hooks attack. It can use Consume Sound in place of one attack.
- **Claws:** Melee Weapon Attack: +6 to hit, 5 ft., one target, 12 (2d8+3) slashing damage.
- **Rib Hooks:** Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) piercing damage and the target is grappled (escape DC 15) if it is a Large or smaller creature and it doesn't have another creature grappled.
- **Consume Sound:** Siphons energy from audible vibrations surrounding a creature grappled by it. Target: 14 (4d6) necrotic and becomes deafened and unable to speak until end of its next turn (DC 13 Con half damage and is able to hear and speak). Aural hunter regains hp equal to damage dealt. Consume Sound has no effect on creatures that are already deafened and unable to speak. It can't use this action if it is deafened.

View File

@@ -0,0 +1,30 @@
# Avestruzii Champion
*Medium* *Humanoid* *any alignment*
- **Armor Class:** 15 (scale mail)
- **Hit Points:** 45 (6d8+18)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 48
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 17 (+3) | 12 (+1) | 16 (+3) | 10 (+0) | 10 (+0) | 10 (+0) |
- **Skills:** perception +0
- **Senses:** passive Perception 12
- **Languages:** Common, Terran
### Actions
- **Multiattack:** Two Greataxe attacks.
- **Claw:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) slashing damage.
- **Greataxe:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 9 (1d12+3) piercing damage. If target is a creature: DC 13 Str save or be pushed 5 ft. away from avestruzii.
- **Shortbow:** Ranged Weapon Attack: +3 to hit 80/320' one target 4 (1d6+1) piercing damage.
### Reactions
- **Dig In:** As Avestruzi above.

View File

@@ -0,0 +1,29 @@
# Avestruzii
*Medium* *Humanoid* *any alignment*
- **Armor Class:** 14 (scale mail)
- **Hit Points:** 22 (3d8+9)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** Tome of Beasts 3, page 48
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 14 (+2) | 10 (+0) | 16 (+3) | 8 (-1) | 10 (+0) | 10 (+0) |
- **Skills:** perception +0
- **Senses:** passive Perception 12
- **Languages:** Common, Terran
### Actions
- **Battleaxe:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) slashing damage or 7 (1d10+2) slashing damage if used with two hands.
- **Claw:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d4+2) slashing damage.
- **Shortbow:** Ranged Weapon Attack: +2 to hit 80/320' one target 3 (1d6) piercing damage.
### Reactions
- **Dig In:** Has resistance to one melee weapon attack that would hit it. To do so the avestruzii must see the attacker and must not have moved during its previous turn.

View File

@@ -0,0 +1,34 @@
# Aziza
*Tiny* *Fey* *chaotic good*
- **Armor Class:** 15 (leather)
- **Hit Points:** 21 (6d4+6)
- **Speed:** walk 30 ft. climb 30 ft. fly 30 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** Tome of Beasts 3, page 49
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 8 (-1) | 18 (+4) | 13 (+1) | 10 (+0) | 14 (+2) | 12 (+1) |
- **Skills:** perception +2
- **Senses:** passive Perception 14
- **Languages:** Sylvan
### Special Abilities
- **Speak with Frogs and Toads:** Can communicate with frogs and toads as if they shared a language.
### Actions
- **Thorn Dagger:** Melee or Ranged Weapon Attack: +6 to hit 5 ft. or range 20/60' one target 6 (1d4+4) piercing damage.
- **Shortbow:** Ranged Weapon Attack: +6 to hit 80/320' one target 7 (1d6+4) piercing damage and the target must make DC 11 Con save or be poisoned for 1 min.
- **Befuddle:** Magically confuses one creature it can see within 30' of it. The target must make DC 12 Wis save or be affected as though it failed a save vs. the confusion spell until the end of its next turn.
- **Spellcasting:** Wis (DC 12) no material components: At will: druidcraft guidance1/day ea: animal messenger bless
### Reactions
- **Dazzling Glow:** When a creature the aziza can see targets it with melee attack its skin briefly glows brightly causing the attacker to have disadvantage on the attack roll.

View File

@@ -0,0 +1,37 @@
# Baleful Miasma
*Medium* *Elemental* *neutral evil*
- **Armor Class:** 13
- **Hit Points:** 52 (8d8+16)
- **Speed:** walk 0 ft. fly 60 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 50
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 13 (+1) | 17 (+3) | 14 (+2) | 6 (-2) | 11 (+0) | 6 (-2) |
- **Skills:** perception +0
- **Damage Immunities:** poison
- **Damage Resistances:** lightning; nonmagic B/P/S attacks
- **Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- **Senses:** darkvision 60', passive Perception 10
- **Languages:** Auran
### Special Abilities
- **Air Form:** Can enter a hostile creature's space and stop there. Can move through space as narrow as 1ft. wide with o squeezing.
- **Asphyxiate:** If a creature that breathes air starts its turn in miasma's space it must make DC 12 Con save or begin suffocating as its lungs fill with the poisonous air emitted by the miasma. Suffocation lasts until creature ends its turn in a space not occupied by baleful miasma or the baleful miasma dies. When the suffocation ends the creature is poisoned until the end of its next turn.
- **Elemental Nature:** Doesn't require air food drink or sleep.
### Actions
- **Multiattack:** Two Slam attacks.
- **Slam:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage + 3 (1d6) poison.
### Reactions
- **Swift Advance:** If a creature in same space as miasma moves miasma can move up to its speed with the creature. This move doesn't provoke opportunity attacks but miasma must move in same spaces creature moved ending in creature's space or space nearest to it.

View File

@@ -0,0 +1,34 @@
# Bannik
*Medium* *Fey* *neutral*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 60 (11d8+11)
- **Speed:** walk 30 ft. swim 30 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 51
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 14 (+2) | 15 (+2) | 13 (+1) | 9 (-1) | 17 (+3) | 10 (+0) |
- **Saving Throws**: Con +3, Cha +2
- **Skills:** perception +3
- **Damage Vulnerabilities:** cold
- **Damage Resistances:** fire; nonmagic B/P/S attacks
- **Senses:** darkvision 60', passive Perception 13
- **Languages:** Common, Elvish, Sylvan
### Special Abilities
- **Hazesight:** Can see through areas obscured by fog smoke and steam with o penalty.
- **Hold Breath:** Can hold its breath for 10 min.
### Actions
- **Multiattack:** Two Scalding Claws attacks.
- **Scalding Claws:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) slashing damage + 3 (1d6) fire.
- **Scalding Splash (Recharge 5-6):** Summons a giant ladle full of boiling water that pours down on a point it can see within 60' of it extinguishing exposed flames within 10 ft. of that point. Each creature within 10 ft. of that point must make a DC 13 Con save. On a failure a creature takes 14 (4d6) fire and is scalded for 1 min. On a success a creature takes half the damage and isn't scalded. A scalded creature has disadvantage on weapon attack rolls and on Con saves to maintain concentration. A scalded creature can re-save at end of each of its turns success ends effect on itself.
- **Spellcasting:** Wis (DC 13) only wand of bound fir required: At will: augury create or destroy water fog cloud3/day: lesser restoration

View File

@@ -0,0 +1,34 @@
# Beach Weird
*Large* *Elemental* *neutral*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 65 (10d10+10)
- **Speed:** walk 20 ft. swim 40 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** Tome of Beasts 3, page 52
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 17 (+3) | 13 (+1) | 13 (+1) | 13 (+1) | 14 (+2) | 10 (+0) |
- **Skills:** perception +2
- **Damage Immunities:** poison
- **Damage Resistances:** acid, fire; nonmagic B/P/S attacks
- **Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- **Senses:** blindsight 30', passive Perception 12
- **Languages:** Aquan
### Special Abilities
- **Elemental Nature:** Doesn't require air food drink or sleep.
- **Invisible in Water:** Is invisible while fully immersed in water.
- **Swim in Sand:** Can burrow through sand at half its swim speed. It can't make attacks while immersed in sand.
- **Tidepool Bound:** Dies if it moves more than 100' from the tide pools to which it is bound or if those tide pools remain waterless for more than 24 hrs.
### Actions
- **Slam:** Melee Weapon Attack: +5 to hit, 10 ft., one target, 16 (3d8+3) bludgeoning damage and target: DC 13 Str save or be pushed up to 10 ft. away from the beach weird.
- **Create Quicksand (3/Day):** Creates a 10 ft. radius 5 ft. deep area of quicksand centered on a point it can see within 30' of it. A creature that starts its turn in the quicksand or enters area for the first time on a turn: DC 13 Str save or be grappled by it. Grappled creature must make DC 13 Str save at start of each of its turns or sink 1 foot into the quicksand. A Small creature that sinks 2'+ or a Med creature that sinks 3'+ is restrained instead.

View File

@@ -0,0 +1,39 @@
# Bearfolk Thunderstomper
*Medium* *Humanoid* *chaotic neutral*
- **Armor Class:** 15 (chain shirt)
- **Hit Points:** 105 (14d8+42)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 6 (2,300 XP)
- **Source:** Tome of Beasts 3, page 53
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 15 (+2) | 16 (+3) | 9 (-1) | 14 (+2) | 18 (+4) |
- **Saving Throws**: Dex +5, Con +6
- **Skills:** perception +2
- **Senses:** darkvision 60', tremorsense 30', passive Perception 15
- **Languages:** Common, Giant, Umbral
### Special Abilities
- **Deceptive Steps:** While traveling can perform a stomping dance that mimics thundering footsteps of giants. Any creature within half mile that hears it but can't see bearfolk: DC 15 Wis (Perception) or believe sound comes from Giants (or other Huge or larger creatures).
- **Keen Smell:** Advantage: smell Wis (Percept) checks.
### Actions
- **Multiattack:** Thunder Stomp or Warsong then 1 Bite and 1 War Flute.
- **Bite:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) piercing damage.
- **War Flute:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 8 (1d8+4) bludgeoning damage + 4 (1d8) thunder.
- **Thunder Stomp:** Hammers its feet on the ground while chanting emitting destructive energy in a 15 ft. cube. Each creature in that area: 10 (3d6) thunder and be knocked prone (DC 15 Str negates both).
- **Warsong:** Sets an inspiring rhythm with its dancing. Each friendly creature within 60' of the bearfolk has advantage on all saves vs. being charmed or frightened until end of bearfolk's next turn.
- **Spellcasting:** Cha (DC 15): At will: dancing lights prestidigitation vicious mockery2/day ea: charm person disguise self mirror image1/day ea: compulsion enthrall freedom of movement hypnotic pattern
### Bonus Actions
- **Frenzy (Recharges on a Short or Long Rest):** Triggers berserk frenzy for 1 min. It gains resistance to B/P/S damage from nonmagical weapons and has advantage on attacks. Attacks vs. frenzied bearfolk have advantage.
- **Taunt (2/Day):** Jests at one creature it can see within 30' of it. If target can hear bearfolk target: DC 15 Cha save or disadvantage on ability checks attacks and saves until start of bearfolk's next turn.

View File

@@ -0,0 +1,30 @@
# Beetle, Clacker Soldier
*Small* *Beast* *unaligned*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 18 (4d6+4)
- **Speed:** walk 20 ft. climb 20 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 54
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 8 (-1) | 14 (+2) | 13 (+1) | 1 (-5) | 7 (-2) | 3 (-4) |
- **Skills:** perception +-2
- **Damage Immunities:** thunder
- **Damage Resistances:** slashing from nonmagical attacks
- **Senses:** blindsight 30', passive Perception 8
- **Languages:** —
### Special Abilities
- **Compact:** Can occupy same space as one other clacker soldier.
### Actions
- **Bite:** Melee Weapon Attack: +4 to hit, 0 ft., one creature,. 11 (2d8+2) piercing damage.
- **Clack:** Clacks its mandibles to create small but dangerous booming noise in 15 ft. cone. Each creature in area: 5 (2d4) thunder (DC 13 Con half). When multiple beetles clack in same turn and create overlapping cones each creature in overlapping cones makes one save with disadvantage vs. total damage from all overlapping cones rather than one save for each.

View File

@@ -0,0 +1,29 @@
# Beetle, Clacker Swarm
*Medium* *Beast* *unaligned*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 36 (8d8)
- **Speed:** walk 20 ft. climb 20 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** Tome of Beasts 3, page 54
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 3 (-4) | 13 (+1) | 10 (+0) | 1 (-5) | 7 (-2) | 1 (-5) |
- **Skills:** perception +-2
- **Condition Immunities:** charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- **Senses:** blindsight 30', passive Perception 8
- **Languages:** —
### Special Abilities
- **Constant Clacking:** A creature that starts its turn in the swarm's space takes 5 (1d10) thunder.
- **Swarm:** Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny creature. Swarm can't regain hp or gain temp hp.
### Actions
- **Bite:** Melee Weapon Attack: +3 to hit 0' 1 tgt in the swarm's space. 14 (4d6) piercing damage or 7 (2d6) piercing damage if the swarm has half of its hp or fewer.

View File

@@ -0,0 +1,37 @@
# Belu
*Huge* *Giant* *chaotic good*
- **Armor Class:** 16 (natural armor)
- **Hit Points:** 184 (16d12+80)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 10 (5,900 XP)
- **Source:** Tome of Beasts 3, page 55
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 22 (+6) | 12 (+1) | 20 (+5) | 12 (+1) | 10 (+0) | 18 (+4) |
- **Saving Throws**: Dex +5, Con +9
- **Skills:** perception +0
- **Damage Resistances:** poison
- **Condition Immunities:** poisoned
- **Senses:** darkvision 60', passive Perception 10
- **Languages:** Common, Giant
### Special Abilities
- **Healing Lotuscraft:** (1/Day). Can spend 1 min crafting poultice that lasts 24 hrs. When a creature takes an action to apply poultice to a wound or skin of a creature target regains 18 (4d8) hp and is cured of any diseases or conditions affecting it.
### Actions
- **Multiattack:** Three Slam attacks.
- **Slam:** Melee Weapon Attack: +10 to hit, 10 ft., one target, 20 (4d6+6) bludgeoning damage and target: DC 16 Str save or pushed up to 10 ft. away from it and knocked prone.
- **Shatterstone (Recharge 5-6):** Hurls enchanted rock at point it can see within 60' of it. Rock shatters on impact and each creature within 10 ft. of that point: 44 (8d10) slashing damage (DC 16 Dex half).
- **Spellcasting:** Cha (DC 14) no material components: At will: entangle speak with plants stone shape2/day: plant growth
### Bonus Actions
- **Change Shape:** Magically transforms into a Small or Med Humanoid or back into its true form. Its stats other than size are same in each form. Any equipment it is wearing or carrying transforms with it. If it dies it reverts to its true form.

View File

@@ -0,0 +1,38 @@
# Berberoka
*Large* *Giant* *neutral*
- **Armor Class:** 16 (natural armor)
- **Hit Points:** 114 (12d10+48)
- **Speed:** walk 40 ft. swim 40 ft.
- **Challenge Rating:** 7 (2,900 XP)
- **Source:** Tome of Beasts 3, page 56
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 20 (+5) | 10 (+0) | 18 (+4) | 6 (-2) | 12 (+1) | 10 (+0) |
- **Saving Throws**: Wis +4
- **Skills:** perception +1
- **Damage Immunities:** poison
- **Damage Resistances:** acid
- **Condition Immunities:** paralyzed, petrified, poisoned
- **Senses:** darkvision 60', passive Perception 14
- **Languages:** Common, Giant
### Special Abilities
- **Amphibious:** Can breathe air and water.
- **Aqueous Regeneration:** If it starts its turn in contact with body of water large enough to submerge at least half of its body it regains 10 hp if it has at least 1 hp.
- **Swamp Camouflage:** Has advantage on Dex (Stealth) checks made to hide in marshland or swamp terrain.
- **Swamp Stalker:** Leaves behind no tracks or other traces of its passage when it moves through marshland or swamp terrain.
- **Multiattack:** Three Slams or two Muck-Coated Slam attacks.
- **Slam:** Melee Weapon Attack: +8 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage.
- **Muck-Coated Slam (Saturated Only):** Melee Weapon Attack: +8 to hit, 10 ft., one target, 24 (3d12+5) bludgeoning damage and the target: DC 15 Dex save or its speed is reduced by 10 ft. as mud and muck coat it. A creature including target can take an action to clean off the mud and muck.
- **Water Jet (Saturated Only Recharge 4-6):** Releases all absorbed water as a powerful jet in a 60' line that is 5 ft. wide. Each creature in that line: 40 (9d8) bludgeoning damage and is pushed up to 15 ft. away from it and knocked prone (DC 14 Dex half damage and isn't pushed or knocked prone). After using Water Jet it is no longer saturated.
### Bonus Actions
- **Saturated Expansion:** While in contact with body of water it absorbs water that is a cube up to 10 ft. on a side and becomes saturated as water fills its body. While saturated increases in size along with anything it is wearing or carrying becoming Huge and has advantage on Str checks and Str saves. If it lacks room to become Huge it attains max size possible in space available. Ground exposed by the absorbed water becomes difficult terrain.

View File

@@ -0,0 +1,37 @@
# Birgemon Seal
*Medium* *Aberration* *unaligned*
- **Armor Class:** 12
- **Hit Points:** 60 (8d8+24)
- **Speed:** walk 20 ft. swim 60 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 57
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 12 (+1) | 15 (+2) | 16 (+3) | 4 (-3) | 12 (+1) | 9 (-1) |
- **Skills:** perception +1
- **Damage Resistances:** acid, cold
- **Senses:** darkvision 60', passive Perception 13
- **Languages:** —
### Special Abilities
- **Frozen to the Spot:** When on snow or ice the birgemon seal can't be moved vs. its will.
- **Hold Breath:** Can hold its breath for 90 min.
### Actions
- **Multiattack:** One Bite attack one Toothy Maw attack and three Tendril attacks. It can replace all three Tendril attacks with use of Reel.
- **Bite:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) piercing damage.
- **Toothy Maw:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 9 (2d6+2) piercing damage.
- **Tendril:** Melee Weapon Attack: +4 to hit, 15 ft., one target, The target is grappled (escape DC 13) if it is a Med or smaller creature and the seal can't use the same tendril on another target. If a creature is grappled by two or more tendrils it is also Restrained.
- **Reel:** Pulls each creature grappled by it up to 10 ft. straight toward it.
### Bonus Actions
- **Ice Slide:** If the birgemon seal moves at least 10 ft. in a straight line while on snow or ice during its turn it can slide up to 40 feet.

View File

@@ -0,0 +1,35 @@
# Black Patch
*Large* *Ooze* *unaligned*
- **Armor Class:** 7
- **Hit Points:** 153 (18d10+54)
- **Speed:** walk 0 ft. swim 40 ft.
- **Challenge Rating:** 6 (2,300 XP)
- **Source:** Tome of Beasts 3, page 58
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 5 (-3) | 16 (+3) | 4 (-3) | 6 (-2) | 1 (-5) |
- **Skills:** perception +-2
- **Damage Immunities:** acid, poison
- **Damage Resistances:** cold
- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
- **Senses:** blindsight 120' (blind beyond), passive Perception 8
- **Languages:** —
### Special Abilities
- **Amphibious:** Can breathe air and water.
- **Eldritch Luminance:** When a creature that can see the patch starts its turn within 90' of it patch can force it to make a DC 15 Wis save if ooze isn't incapacitated and can see the creature. Fail: creature is mesmerized 1 min. Mesmerized creature over 5 ft. away from patch must move on its turn toward ooze by most direct route trying to get within 5 feet. It doesn't avoid opportunity attacks but before moving into damaging terrain such as lava or a pit and whenever it takes damage from a source other than ooze target can re-save. Mesmerized target can also re-save at end of each of its turns success ends effect on itself. If creature's save succeeds or effect ends for it is immune to patch's Eldritch Luminance for next 24 hrs.
- **Flowing Form:** Can enter hostile creature's space and stop there. It can move through a space as narrow as 1ft. wide with o squeezing.
- **Ooze Nature:** Doesn't require sleep.
### Actions
- **Multiattack:** 2 Pseudopods. Can replace 1 with Viscid Suffocation.
- **Pseudopod:** Melee Weapon Attack: +7 to hit, 10 ft., one target, 7 (1d6+4) bludgeoning damage + 13 (3d8) acid.
- **Viscid Suffocation:** One creature in patch's space: DC 15 Dex save or take 18 (4d8) acid and patch attaches to it coating creature and its equipment. While patch is attached to it creature's speed is halved can't breathe and takes 9 (2d8) acid at start of each of its turns. Also if creature is in the water has disadvantage on ability checks to swim or stay afloat. Patch can devour flesh quickly but its acid doesn't harm metal wood or similar objects or creatures with o flesh. Patch can detach itself by spending 5 ft. of move. A creature including target can take its action to detach patch via DC 15 Str check.

View File

@@ -0,0 +1,40 @@
# Black Shuck
*Large* *Fiend* *chaotic evil*
- **Armor Class:** 17 (natural armor)
- **Hit Points:** 157 (15d10+75)
- **Speed:** walk 50 ft.
- **Challenge Rating:** 11 (7,200 XP)
- **Source:** Tome of Beasts 3, page 59
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 19 (+4) | 16 (+3) | 21 (+5) | 14 (+2) | 17 (+3) | 15 (+2) |
- **Saving Throws**: Str +8, Dex +7, Con +9, Wis +7
- **Skills:** perception +3
- **Damage Immunities:** necrotic, poison; bludgeoning, piercing or slashing from nonmagical attacks not made with silvered weapons
- **Damage Resistances:** cold, fire, lightning
- **Condition Immunities:** charmed, frightened
- **Senses:** darkvision 90', truesight 60', passive Perception 13
- **Languages:** understands Abyssal and Common but can't speak
### Special Abilities
- **Blood Frenzy:** Has advantage on attack rolls vs. any creature that doesn't have all its hp.
- **Keen Hearing and Smell:** Has advantage on Wis (Perception) checks that rely on hearing or smell.
- **Water Walker:** Can move across the surface of water as if it were harmless solid ground. This otherwise works like the water walk spell.
### Actions
- **Multiattack:** Three Bites and can use Curse of the Grave or Fearsome Howl if available. If 2+ Bites hit a Med or smaller target black shuck sinks in its teeth shaking head violently. Target: DC 17 Str save or 7 (2d6) slashing damage and be thrown up to 15 ft. in random direction and knocked prone.
- **Bite:** Melee Weapon Attack: +8 to hit, 5 ft., one target, 13 (2d8+4) piercing damage and 10 (3d6) necrotic.
- **Curse of the Grave:** Glares at one creature it can see within 30' of it. Target: DC 17 Wis save or be cursed: disadvantage on next two death saves it makes in the next 7 days. Curse lasts until cursed creature has made two death saves until 7 days have passed or until it is lifted by a remove curse spell or similar magic.
- **Fearsome Howl (Recharge 5-6):** Howls a haunting tune. Each creature within 60' and can hear it: frightened until the end of its next turn (DC 17 Wis negates). A frightened creature concentrating on a spell must make DC 17 Con save or it loses concentration.
### Bonus Actions
- **Mist Stalker:** In dim light fog or mist it takes the Hide action.

View File

@@ -0,0 +1,33 @@
# Blaspheming Hand
*Large* *Fiend* *lawful evil*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 68 (8d10+24)
- **Speed:** walk 30 ft. fly 30 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** Tome of Beasts 3, page 60
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 10 (+0) | 17 (+3) | 6 (-2) | 12 (+1) | 12 (+1) |
- **Skills:** perception +1
- **Damage Immunities:** poison
- **Damage Resistances:** cold, fire, psychic; nonmagic B/P/S attacks not made w/silvered weapons
- **Condition Immunities:** blinded, deafened, poisoned
- **Senses:** blindsight 60' (blind beyond), passive Perception 11
- **Languages:** understands Abyssal and Infernal but can't speak
### Special Abilities
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Steadfast:** Can't be charmed or frightened while at least one of its allies is within 30' of it.
### Actions
- **Multiattack:** One Claw attack and uses Evil Fingers.
- **Claw:** Melee Weapon Attack: +6 to hit, 5 ft., one target, 11 (2d6+4) slashing damage and target is grappled (escape DC 14) if it is a Med or smaller creature and hand isn't being used as a mount. Until the grapple ends the target is restrained hand can't use its Claw on another and hand's walking speed is reduced to 0.
- **Evil Fingers:** Gestures at one creature it can see within 60' causing one of the following effects:Beckoning Finger Target: DC 14 Str save or be magically pulled up to 30' in a straight line toward hand. If creature is pulled to within 5 ft. of the hand hand can make one Claw attack vs. it as a bonus action.Punishing Finger Target: DC 14 Cha save or take 10 (3d6) fire and be marked for punishment. Until start of hand's next turn each time punished target makes an attack vs. the hand or its rider target takes 7 (2d6) fire.Repelling Finger Target: DC 14 Str save or take 11 (2d10) force and be pushed up to 10 ft. away from the hand and knocked prone.Unravelling Finger Target: DC 14 Wis save or bear a magical mark. When hand deals damage to marked creature regains hp equal to half damage dealt. Mark lasts until hand dismisses it as a bonus action or it uses Unravelling Finger again.

View File

@@ -0,0 +1,41 @@
# Blestsessebe
*Large* *Celestial* *neutral good*
- **Armor Class:** 16 (natural armor)
- **Hit Points:** 144 (17d10+51)
- **Speed:** walk 50 ft.
- **Challenge Rating:** 8 (3,900 XP)
- **Source:** Tome of Beasts 3, page 61
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 21 (+5) | 18 (+4) | 16 (+3) | 11 (+0) | 17 (+3) | 18 (+4) |
- **Saving Throws**: Wis +6, Cha +7
- **Skills:** perception +3
- **Damage Resistances:** poison, radiant
- **Condition Immunities:** poisoned
- **Senses:** darkvision 60', passive Perception 13
- **Languages:** Celestial, Common
### Special Abilities
- **Blur of Motion:** When it moves 30'+ on its turn ranged attack rolls vs. it have disadvantage until start of its next turn.
- **Freedom of Movement:** Ignores difficult terrain and magical effects can't reduce its speed or cause it to be restrained. Can spend 5 ft. of move to escape nonmagical restraints or being grappled.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Trampling Charge:** If it moves 30'+ straight toward a creature and then hits it with gore on the same turn target: DC 15 Str save or be knocked prone. If target is prone blestsessebe can make one hooves attack vs. it as a bonus action.
### Actions
- **Multiattack:** One Gore attack and two Hooves attacks.
- **Gore:** Melee Weapon Attack: +8 to hit, 10 ft., one target, 18 (3d8+5) piercing damage + 13 (3d8) radiant.
- **Hooves:** Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d6+5) bludgeoning damage.
- **Distracting Glow (Recharge 6):** Its horns flare brightly for a moment distracting its enemies. Each hostile creature within 60' of it and can see its horns: DC 15 Wis save or entranced by it until start of blestsessebe's next turn. Entranced creature has disadvantage on attacks vs. creatures other than blestsessebe.
- **Hastening Stomp (Recharge 5-6):** Rears and stomps sending small magical shockwave. For 1 min each friendly creature within 60' of it increases its speed by 10 ft. and can use Free Runner bonus action.
### Bonus Actions
- **Free Runner:** Can take the Dash action.

View File

@@ -0,0 +1,36 @@
# Blood Barnacle
*Tiny* *Beast* *unaligned*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 25 (10d4)
- **Speed:** walk 10 ft. swim 30 ft.
- **Challenge Rating:** 1/4 (50 XP)
- **Source:** Tome of Beasts 3, page 62
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 2 (-4) | 14 (+2) | 10 (+0) | 1 (-5) | 12 (+1) | 8 (-1) |
- **Saving Throws**: Con +2
- **Skills:** perception +1
- **Damage Vulnerabilities:** fire
- **Damage Resistances:** necrotic
- **Senses:** blindsight 60' (blind beyond), passive Perception 11
- **Languages:** —
### Special Abilities
- **Barnacle Shivers:** Characterized by inescapable cold and shiveringthat slowly pervades victim's body this is a disease that infects creatures attacked by blood barnacles. Until disease is cured infected creature can't regain hp except magically and its hp max decreases by 3 (1d6) for every 24 hrs that elapse. Reduction lasts until disease is cured. Creature dies if disease reduces its hp max to 0. A Humanoid or Beast slain by this disease rises 24 hrs later as a zombie. Zombie isn't under barnacle's control but it views barnacle as an ally.
- **Blood Sense:** Can pinpoint by scent location of creatures that aren't Constructs or Undead and that don't have all of their hp within 60' of it and can sense general direction of such creatures within 1 mile of it.
- **False Appearance:** While motionless indistinguishable from normal barnacle.
### Actions
- **Bite:** Melee Weapon Attack: +4 to hit, 5 ft., one creature,. 5 (1d6+2) piercing damage and barnacle attaches to target. While attached barnacle doesn't attack. Instead at start of each of barnacle's turns target loses 5 (1d6+2) hp due to blood loss. Barnacle can detach itself by spending 5 ft. of its movement. A creature including target can take its action to detach barnacle via DC 12 Str check. When barnacle is removed target takes 2 (1d4) piercing damage. If creature ends its turn with barnacle attached to it that creature: DC 12 Con save or contract barnacle shivers (see above).
### Reactions
- **Host Defense:** When a creature damages an attached blood barnacle with anything other than fire creature hosting barnacle must make DC 12 Wis save or use its reaction to protect the barnacle. Barnacle takes half the damage dealt to it and host takes the other half.

View File

@@ -0,0 +1,34 @@
# Blood Flurry
*Medium* *Aberration* *neutral evil*
- **Armor Class:** 17 (natural armor)
- **Hit Points:** 144 (17d8+68)
- **Speed:** walk 15 ft. fly 40 ft.
- **Challenge Rating:** 10 (5,900 XP)
- **Source:** Tome of Beasts 3, page 63
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 5 (-3) | 21 (+5) | 18 (+4) | 6 (-2) | 12 (+1) | 10 (+0) |
- **Skills:** perception +1
- **Damage Immunities:** poison
- **Damage Resistances:** cold; B/P/S
- **Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- **Senses:** darkvision 60', passive Perception 11
- **Languages:** understands Primordial but can't speak
### Special Abilities
- **Blood Sense:** Can pinpoint by scent the location of creatures that aren't Undead or Constructs within 30' of it.
- **False Appearance:** While motionless indistinguishable from collection of snowflakes whether resting on the ground or carried by natural winds. It loses this trait if it has consumed blood in the last 24 hrs.
- **Rust Vulnerability:** The large amount of iron in its diet makes it susceptible to effects that harm ferrous metal such as the rust monster's Antennae.
- **Swarm:** Can occupy another creature's space and vice versa and flurry can move through any opening large enough for a Tiny crystalline Aberration. Can't regain hp or gain temp hp.
### Actions
- **Multiattack:** Two Free Bleeding Cuts attacks.
- **Free Bleeding Cuts:** Melee Weapon Attack: +9 to hit 0' 1 tgt in the swarm's space. 27 (6d8) slashing damage or 13 (3d8) slashing damage if flurry has half of its hp or fewer. If target is a creature other than an Undead or a Construct: DC 16 Con save or lose 13 (3d8) hp at start of each of its turns due to a bleeding wound. Any creature can take an action to stanch the wound with successful DC 12 Wis (Medicine) check. Wound also closes if target receives magical healing.

View File

@@ -0,0 +1,33 @@
# Bone Collector
*Small* *Undead* *neutral evil*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 21 (6d6)
- **Speed:** walk 15 ft. fly 60 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** Tome of Beasts 3, page 64
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 6 (-2) | 15 (+2) | 11 (+0) | 7 (-2) | 14 (+2) | 9 (-1) |
- **Skills:** perception +2
- **Damage Immunities:** necrotic, poison
- **Condition Immunities:** poisoned
- **Senses:** darkvision 60', passive Perception 14
- **Languages:** understands Common but can't speak
### Special Abilities
- **Call of the Grave:** Attacks made within 60' of the bone collector score a critical hit on a roll of 19 or 20.
- **Death Sense:** Can pinpoint by scent location of Undead creatures and creatures that have been dead no longer than 1 week within 60' of it and can sense the general direction of such creatures within 1 mile of it.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Undead Nature:** Doesn't require air food drink or sleep.
### Actions
- **Talons:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 9 (2d6+2) slashing damage. If target is a creature: DC 11 Con save or contract a disease. Until disease is cured target can't regain hp except by magical means and target's hp max decreases by 3 (1d6) every 24 hrs. If target's hp max drops to 0 as a result of this disease target dies.
- **Bad Omen (1/Day):** Places a bad omen on a creature it can see within 20' of it. Target: DC 10 Wis save or be cursed for 1 min. While cursed target has disadvantage on attack rolls vs. bone collector. Target can re-save at end of each of its turns success ends effect on itself.

View File

@@ -0,0 +1,52 @@
# Bone Lord
*Huge* *Undead* *neutral evil*
- **Armor Class:** 20 (natural armor)
- **Hit Points:** 285 (30d12+90)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 19 (22,000 XP)
- **Source:** Tome of Beasts 3, page 65
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 21 (+5) | 15 (+2) | 16 (+3) | 14 (+2) | 18 (+4) | 18 (+4) |
- **Saving Throws**: Dex +8, Wis +1, Cha +1
- **Skills:** perception +4
- **Damage Immunities:** necrotic, poison; nonmagic bludgeoning, piercing, and slashing attacks
- **Damage Resistances:** cold, lightning
- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned
- **Senses:** darkvision 90', passive Perception 20
- **Languages:** Common
### Special Abilities
- **Death-Infused Weapons:** Weapon attacks are magical. When it hits with any weapon deals extra 2d8 necrotic (included below).
- **Legendary Resistance (3/Day):** Choose to succeed failed save.
- **Master Tactician:** It and any friendly Undead within 60' of it have advantage on attack rolls vs. a creature if at least one of the Undead's allies is within 5 ft. of the creature and ally isn't incapacitated.
- **Rejuvenation:** As long as at least one of its bones remains a destroyed bone lord gathers a new body in 1d10 days regaining all its hp and becoming active again. New body appears within 5 ft. of the largest remaining bone from its body.
- **Turning:** [+]Defiance[/+] It and any Undead within 60' of it: advantage on saves vs. effects that turn Undead.
- **Undead Nature:** Doesn't require air food drink or sleep.
- **Tail:** Melee Weapon Attack: +11 to hit, 15 ft., one target, 16 (2d10+5) bludgeoning damage + 9 (2d8) necrotic. Target: DC 19 Str save or be pushed up to 15 ft. away from bone lord.
- **Fling:** One Med or smaller object held or creature grappled by bone lord is thrown up to 60' in a random direction and knocked prone. If a thrown target strikes a solid surface target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If target is thrown at another creature that creature: DC 19 Dex save or take the same damage and be knocked prone.
- **Servants of Death:** The bone lord magically calls 3d6 skeletons or zombies 2d4 ghouls or 2 wights. Called creatures arrive in 1d4 rounds acting as allies of bone lord and obeying its spoken commands. The Undead remain for 1 hr until bone lord dies or until bone lord dismisses them as a bonus action. Bone lord can have any number of Undead under its control at one time provided combined total CR of the Undead is no higher than 8.
- **Pattern of Death (Recharge 6):** Necrotic energy ripples out from the bone lord. Each creature that isn't a Construct or Undead within 30' of it: 54 (12d8) necrotic (DC 19 Con half). Each friendly Undead within 30' of the bone lord including the bone lord regains hp equal to half the single highest amount of necrotic dealt.
### Actions
- **Multiattack:** Four Claws. Can replace one with one Tail attack.
- **Claw:** Melee Weapon Attack: +11 to hit, 10 ft., one target, 14 (2d8+5) slashing damage + 9 (2d8) necrotic and target is grappled (escape DC 19). Until grapple ends target is restrained. Has 4 claws each can grapple only 1 target.
- **Sovereign's Onslaught:** Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks.
- **Sovereign's Reprisal:** Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction.
- **Call Servants (2):** Uses Servants of Death.
- **Fling (2):** Uses Fling.
### Legendary Actions
- **Sovereign's Onslaught:** Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks.
- **Sovereign's Reprisal:** Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction.
- **Call Servants (2):** Uses Servants of Death.
- **Fling (2):** Uses Fling.

View File

@@ -0,0 +1,34 @@
# Brain Coral
*Huge* *Aberration* *neutral evil*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 119 (14d12+28)
- **Speed:** walk 0 ft. swim 120 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** Tome of Beasts 3, page 67
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 6 (-2) | 14 (+2) | 18 (+4) | 14 (+2) | 10 (+0) |
- **Saving Throws**: Int +5
- **Skills:** perception +2
- **Damage Immunities:** psychic
- **Condition Immunities:** blinded, charmed, deafened, frightened, poisoned, prone
- **Senses:** blindsight 120' (blind beyond), passive Perception 15
- **Languages:** Common, Deep Speech, telepathy 120'
### Special Abilities
- **Colony Cluster:** Consists of Huge central spire and 3 Small clusters. Each cluster acts on coral's turn and shares its move allowing spire and clusters to swim total of 120' on coral's turn. Cluster can't move more than 120' from spire. Cluster over 120' away from spire for over 24 hrs enters dormant state becoming new brain coral after 30 days. Brain coral and its clusters share hp and damage dealt to cluster or spire reduces shared total. If more than one section of coral is included in damaging spell or effect (ex: Dragon's breath weapon or lightning bolt spell) coral makes one save and takes damage as if only one section was affected. When coral takes 15+ damage in one turn cluster is destroyed. At end of its turn if coral took damage on previous turn it can expel one new cluster from spire per 15 damage it took. Can't have more than 5 clusters active at a time.
- **Water Breathing:** Can breathe only underwater.
### Actions
- **Multiattack:** One Pseudopod from spire and one additional Pseudopod per cluster it has. Additional Pseudopods can originate from central spire or any cluster provided target is within reach of attack's origin.
- **Pseudopod:** Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) bludgeoning damage.
- **Reef Poison Spray (Recharge 5-6):** Expels poison cloud. Each creature within 15 ft. of central spire: 21 (6d6) poison and is incapacitated until end of its next turn (DC 15 Int half damage not incapacitated).
- **Beasts of the Sea (1/Day):** Magically calls 2d4 giant crabs 2 giant sea horses or reef sharks or 1 swarm of quippers provided coral is underwater. The called creatures arrive in 1d4 rounds acting as allies of coral and obeying its telepathic commands. Beasts remain 1 hr until coral dies or until coral dismisses them as a bonus action.

View File

@@ -0,0 +1,34 @@
# Brownie Beastrider
*Tiny* *Fey* *neutral good*
- **Armor Class:** 15
- **Hit Points:** 54 (12d4+24)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** Tome of Beasts 3, page 68
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 4 (-3) | 20 (+5) | 14 (+2) | 10 (+0) | 14 (+2) | 12 (+1) |
- **Saving Throws**: Cha +3
- **Skills:** perception +2
- **Senses:** passive Perception 14
- **Languages:** Common, Sylvan
### Special Abilities
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Mounted Warrior:** While mounted the brownie's mount can't be charmed or frightened.
- **Speak with Beasts:** Can communicate with Beasts as if they shared a language.
### Actions
- **Multiattack:** Two Branch Spears or it makes one Branch Spear and its mount makes one melee weapon attack.
- **Branch Spear:** Melee or Ranged Weapon Attack: +7 to hit 5 ft. or range 20/60' one target 10 (2d4+5) piercing damage.
- **Domestic Magic:** Wis no material components: At will: mending and prestidigitation
- **Invisibility:** Magically turns invisible until it attacks uses Domestic Magic or Beasts of the Forest or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it.
- **Beasts of the Forest (1/Day):** Magically calls 2d4 hawks or ravens or it calls 1 black bear or wolf. Called creatures arrive in 1d4 rounds acting as allies of brownie and obeying its spoken commands. The Beasts remain for 1 hr until brownie dies or until brownie dismisses them as a bonus action.

View File

@@ -0,0 +1,33 @@
# Brownie Mystic
*Tiny* *Fey* *neutral good*
- **Armor Class:** 15
- **Hit Points:** 82 (15d4+45)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** Tome of Beasts 3, page 68
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 4 (-3) | 20 (+5) | 16 (+3) | 10 (+0) | 17 (+3) | 12 (+1) |
- **Saving Throws**: Wis +3, Cha +4
- **Skills:** perception +3
- **Senses:** passive Perception 16
- **Languages:** Common, Sylvan
### Special Abilities
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Speak with Beasts:** Can communicate with Beasts as if they shared a language.
### Actions
- **Multiattack:** Three Mystic Staff or Magical Blast attacks. Can replace one of the attacks with use of Spellcasting.
- **Mystic Staff:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d4+5) bludgeoning damage + 3 (1d6) psychic.
- **Mystic Blast:** Ranged Spell Attack: +6 to hit, 60 ft., one target, 10 (2d6+3) psychic.
- **Invisibility:** Magically turns invisible until it attacks or uses Spellcasting or until its concentration ends (as if concentrating on a spell). Any equipment brownie wears or carries is invisible with it.
- **Spellcasting:** Wis (DC 13) no material components: At will: mending minor illusion prestidigitation3/day ea: entangle mirror image1/day ea: confusion conjure animals dimension door

View File

@@ -0,0 +1,31 @@
# Brownie
*Tiny* *Fey* *neutral good*
- **Armor Class:** 15
- **Hit Points:** 28 (8d4+8)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 68
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 4 (-3) | 20 (+5) | 12 (+1) | 10 (+0) | 14 (+2) | 12 (+1) |
- **Saving Throws**: Cha +3
- **Skills:** perception +2
- **Senses:** passive Perception 14
- **Languages:** Common, Sylvan
### Special Abilities
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Speak with Beasts:** Can communicate with Beasts as if they shared a language.
### Actions
- **Branch Spear:** Melee or Ranged Weapon Attack: +7 to hit 5 ft. or range 20/60' one target 10 (2d4+5) piercing damage.
- **Domestic Magic:** Wis no material components: At will: mending and prestidigitation
- **Invisibility:** Magically turns invisible until it attacks or uses Domestic Magic or until its concentration ends (as if concentrating on a spell). Any equipment the brownie wears or carries is invisible with it.

View File

@@ -0,0 +1,36 @@
# Brumalek
*Small* *Beast* *unaligned*
- **Armor Class:** 13
- **Hit Points:** 40 (9d6+9)
- **Speed:** walk 30 ft. burrow 20 ft. climb 20 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** Tome of Beasts 3, page 70
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 5 (-3) | 16 (+3) | 12 (+1) | 4 (-3) | 13 (+1) | 7 (-2) |
- **Skills:** perception +1
- **Damage Immunities:** thunder
- **Damage Resistances:** cold
- **Condition Immunities:** deafened
- **Senses:** darkvision 60', passive Perception 13
- **Languages:** —
### Special Abilities
- **Pack Tactics:** Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.
- **Snow Stride:** A brumalek can burrow through nonmagical snow and earth. While doing so it doesn't disturb the material it moves through. In addition difficult terrain composed of snow doesn't cost it extra movement.
### Actions
- **Headbutt:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage.
- **Reverberating Howl:** Releases an ear-shattering howl in a 30' cone that is audible 300' away. Each creature in that cone must make a DC 13 Dex save. On a failure a creature takes 5 (2d4) thunder and is deafened for 1 min. On a success the creature takes half the damage and isn't deafened. A deafened creature can re-save at end of each of its turns success ends effect on itself.
### Bonus Actions
- **Skittish:** Can take the Dash or Disengage action.

View File

@@ -0,0 +1,34 @@
# Caldera Kite
*Large* *Monstrosity* *unaligned*
- **Armor Class:** 17 (natural armor)
- **Hit Points:** 119 (14d10+42)
- **Speed:** walk 0 ft. fly 60 ft.
- **Challenge Rating:** 7 (2,900 XP)
- **Source:** Tome of Beasts 3, page 71
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 19 (+4) | 16 (+3) | 3 (-4) | 12 (+1) | 4 (-3) |
- **Skills:** perception +1
- **Damage Immunities:** acid, fire, poison
- **Condition Immunities:** exhaustion, poisoned
- **Senses:** passive Perception 14
- **Languages:** —
### Special Abilities
- **Firesight:** Can see through areas obscured by fire smoke and fog with o penalty.
- **Flyby:** Doesn't provoke opportunity attacks when it flies out of an enemy's reach.
- **Sulfuric Haze:** A glittering haze emanates from it within 10 ft. of it. Haze moves with kite lightly obscuring area. If dispersed by a wind of moderate or greater speed (10+ miles per hr) haze reappears at start of kite's next turn. When a creature enters haze's area for first time on a turn or starts its turn there that creature: 7 (2d6) poison and is poisoned until end of its next turn (DC 14 Con half damage and isn't poisoned). If a creature's save is successful it is immune to Sulphuric Haze of all caldera kites for 1 min.
### Actions
- **Multiattack:** Two Wings or one Wings and one Proboscis.
- **Proboscis:** Melee Weapon Attack: +7 to hit, 10 ft., one target, 11 (2d6+4) piercing damage. Target is grappled (escape DC 17) if it is a Med or smaller creature and kite doesn't have another creature grappled. Until grapple ends creature is restrained caldera kite can automatically hit target with its Proboscis and kite can't make Proboscis attacks vs. other targets.
- **Wings:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage and 7 (2d6) poison.
- **Dust Cloud (Recharge 4-6):** Kite thrashes its body and releases stored toxic gases. Each creature within 20' of kite: 28 (8d6) poison (DC 14 Con half). Creature that fails save can't speak and is suffocating until it is no longer within 20' of caldera kite.

View File

@@ -0,0 +1,36 @@
# Capybear
*Medium* *Monstrosity* *neutral*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 60 (8d8+24)
- **Speed:** walk 30 ft. swim 20 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 72
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 15 (+2) | 14 (+2) | 17 (+3) | 9 (-1) | 12 (+1) | 10 (+0) |
- **Skills:** perception +1
- **Senses:** passive Perception 13
- **Languages:** Capybear
### Special Abilities
- **Hold Breath:** Can hold its breath for 30 min.
- **Keen Smell:** Advantage: smell Wis (Percept) checks.
- **Pack Tactics:** Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.
- **Pounce:** If the capybear moves at least 20' straight toward a creature and then hits it with Slam attack on the same turn that target must make DC 13 Str save or be knocked prone. If the target is prone the capybear can make one Bite attack vs. it as a bonus action.
- **Swamp Camouflage:** Has advantage on Dex (Stealth) checks made to hide in swamps or muddy terrain.
### Actions
- **Bite:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 9 (2d6+2) piercing damage.
- **Slam:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) bludgeoning damage.
### Reactions
- **Protect the Community:** When another capybear within 5 ft. of this capybear is hit by an attack this capybear can leap in the way becoming the new target of the attack.

View File

@@ -0,0 +1,30 @@
# Caretaker Weevil
*Medium* *Beast* *unaligned*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 51 (6d8+24)
- **Speed:** walk 30 ft. climb 15 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 73
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 12 (+1) | 18 (+4) | 3 (-4) | 14 (+2) | 4 (-3) |
- **Skills:** perception +2
- **Senses:** tremorsense 30', passive Perception 14
- **Languages:** —
### Special Abilities
- **Calming Presence:** A creature that enters a space within 5 ft. of weevil or that starts its turn there: DC 13 Cha save or be indifferent to all creatures that it is hostile toward while it remains within 60' of weevil. This indifference ends if the creature is attacked or harmed by a spell or if it witnesses any of its allies being harmed.
- **Diligent Preservation:** A creature that isn't a Construct or Undead and that starts its turn with 0 hp within 60' of weevil becomes stable. In addition any corpse within 60' of weevil is protected from decay and can't become Undead while it remains within 60' of weevil and for 24 hrs after it leaves the area.
### Actions
- **Mandibles:** Melee Weapon Attack: +3 to hit, 5 ft., one target, 10 (2d8+1) slashing damage.
- **Glue Glob:** Ranged Weapon Attack: +3 to hit 30/60' one target 7 (2d6) acid. Target restrained for 1 min (DC 13 Dex its speed is halved for 1 min instead). Target can re-save at end of each of its turns success ends effect on itself.
- **Regenerative Spittle (3/Day):** Launches spittle at one creature it can see within 10 ft. of it. Target regains 2 (1d4) hp. For 1 min target regains 1 hp at the start of each of its turns.

View File

@@ -0,0 +1,34 @@
# Catamount
*Large* *Monstrosity* *unaligned*
- **Armor Class:** 12
- **Hit Points:** 117 (18d10+18)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 4 (1,100 XP)
- **Source:** Tome of Beasts 3, page 74
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 14 (+2) | 12 (+1) | 3 (-4) | 10 (+0) | 4 (-3) |
- **Saving Throws**: Dex +4
- **Skills:** perception +0
- **Senses:** tremorsense 30', passive Perception 12
- **Languages:** —
### Special Abilities
- **Well-Grounded:** Has advantage on ability checks and saves made vs. effects that would knock it prone.
### Actions
- **Multiattack:** One Bite attack and two Claw attacks.
- **Bite:** Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (1d8+4) piercing damage.
- **Claw:** Melee Weapon Attack: +6 to hit, 5 ft., one target, 9 (2d4+4) slashing damage.
### Bonus Actions
- **Control Earth:** Molds the ground near it causing one of: Stone Wall Causes wall of rock to rise from ground at a point it can see within 30' of it. Wall is up to 30' long 5 ft. high and 5 ft. thick. It can be any shape as long as its base is connected to the ground. If wall cuts through creature's space when it appears creature is pushed to one side (catamount's choice). If creature would be surrounded on all sides by the wall it can make a DC 14 Dex save. On success it can use its reaction to move up to its speed so it is not enclosed by the wall. Wall lasts 1 min or until catamount creates new wall.Fissure Catamount causes a rift to form in the ground at a point it can see within 30' of it. Rift can be up to 15 ft. wide up to 30' long and up to 10 ft. deep and can be any shape. Each creature standing on a spot where fissure opens must make DC 14 Dex save or fall in. Creature that successfully saves moves with fissure's edge as it opens. Fissure that opens beneath a structure causes it to automatically collapse as if structure was in the area of an earthquake spell. It can have only one fissure open at a time. If it opens another previous fissure closes shunting all creatures inside it to surface.Tremors Catamount causes earth beneath its feet to shake and shift. Each creature within 30' of it: 3 (1d6) bludgeoning damage and be knocked prone (DC 14 Str negates both).

View File

@@ -0,0 +1,38 @@
# Catonoctrix
*Large* *Aberration* *neutral evil*
- **Armor Class:** 18 (natural armor)
- **Hit Points:** 168 (16d10+80)
- **Speed:** walk 40 ft. fly 80 ft.
- **Challenge Rating:** 10 (5,900 XP)
- **Source:** Tome of Beasts 3, page 75
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 21 (+5) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 19 (+4) |
- **Saving Throws**: Dex +5, Con +9, Int +8, Cha +8
- **Skills:** perception +2
- **Damage Immunities:** psychic
- **Senses:** darkvision 120', truesight 30', passive Perception 16
- **Languages:** Common, Draconic, Deep Speech, telepathy 120'
### Special Abilities
- **Pierce the Veil:** When a creature catonoctrix can see is stunned by Mind Ravage catonoctrix learns one secret the creature knows.
### Actions
- **Multiattack:** One Bite and two Claws or it makes three Psychic Bolts. It can replace one attack with Spellcasting.
- **Bite:** Melee Weapon Attack: +9 to hit, 10 ft., one target, 18 (3d8+5) piercing damage + 7 (2d6) psychic.
- **Claw:** Melee Weapon Attack: +9 to hit, 5 ft., one target, 15 (3d6+5) slashing damage.
- **Psychic Bolt:** Ranged Spell Attack: +8 to hit, 60 ft., one target, 18 (4d6+4) psychic.
- **Mind Ravage (Recharge 5-6):** Unleashes a torrent of psychic energy. Each creature within 20' of catonoctrix: 45 (10d8) psychic and is stunned for 1 min (DC 16 Int half damage and isn't stunned). A stunned creature can re-save at end of each of its turns success ends effect on itself.
- **Spellcasting (Psionics):** Int (DC 15) no spell components: At will: detect thoughts divination1/day ea: confusion scrying suggestion
### Reactions
- **Precognitive Dodge:** Adds 4 to its AC vs. one attack that would hit it. To do so it must see the attacker and be within 30' of it.

View File

@@ -0,0 +1,35 @@
# Catterball
*Small* *Fey* *chaotic neutral*
- **Armor Class:** 13
- **Hit Points:** 44 (8d6+16)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 76
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 8 (-1) | 17 (+3) | 14 (+2) | 5 (-3) | 12 (+1) | 15 (+2) |
- **Skills:** perception +1
- **Damage Vulnerabilities:** acid
- **Condition Immunities:** poisoned
- **Senses:** blindsight 30', passive Perception 11
- **Languages:** Sylvan
### Special Abilities
- **Rubbery Flesh:** Immune to any form-altering spell/effect and has advantage on ability checks and saves to escape grapple. Can move through a space as narrow as 1ft. wide with o squeezing.
- **Standing Leap (Ball Form Only):** Its long jump is up to 60' and its high jump is up to 30 feet with or with o a running start.
### Actions
- **Slam (Extended or True Form Only):** Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage.
- **Snap Back (Extended Form Only):** Violently returns to its true form. Each creature within 5 ft. of it: 4 (1d8) thunder or 9 (2d8) if catterball has extended its reach to 15 feet and is deafened for 1 min (DC 12 Dex half damage not deafened). A deafened creature can make a DC 12 Con save at the end of each of its turns success ends effect on itself.
### Bonus Actions
- **Change Form:** Can extend its body roll up into a ball or return to true form. Each time it extends its body its reach with slam increases by 5 feet max 15 feet and Armor Class decreases by 1.

View File

@@ -0,0 +1,40 @@
# Cave Mimic
*Gargantuan* *Monstrosity* *neutral*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 174 (12d20+48)
- **Speed:** walk 10 ft. burrow 20 ft.
- **Challenge Rating:** 7 (2,900 XP)
- **Source:** Tome of Beasts 3, page 77
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 20 (+5) | 8 (-1) | 18 (+4) | 5 (-3) | 13 (+1) | 10 (+0) |
- **Skills:** perception +1
- **Damage Immunities:** acid
- **Condition Immunities:** prone
- **Senses:** darkvision 60', tremorsense 60', passive Perception 14
- **Languages:** —
### Special Abilities
- **Adhesive (Object or Terrain Form):** Adheres to anything that touches it. Creature adhered is also grappled (escape DC 15). Ability checks to escape: disadvantage. It can choose for creature to not be affected.
- **False Appearance (Object or Terrain Form):** While motionless it is indistinguishable from an ordinary object or terrain feature.
- **Grappler:** Advantage on attack rolls vs. any creature grappled by it.
- **Object Mimicry (Object or Terrain Form):** Shape minor pseudopods into Med or smaller objects. Creature that sees one can tell it is an imitation with DC 15 Wis (Insight) check. Creature with half its body in contact with object (ex: sitting on “chair”) is subject to Adhesive.
- **Stretched Form (Terrain Form):** Occupy another's space vice versa.
- **Tunneler:** Can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake.
### Actions
- **Multiattack:** Four Pseudopod attacks.
- **Pseudopod:** Melee Weapon Attack: +8 to hit, 15 ft., one target, 10 (1d10+5) bludgeoning damage. If mimic is in object or terrain form target is subjected to mimic's Adhesive trait.
- **Stalagteeth (Terrain Form Recharge 4-6):** Launches harpoon-like pseudopod shaped like pointed object (ex: stalagtite) at a creature in its space. Target: DC 14 Dex or 24 (7d6) piercing damage and pseudopod stuck in it. While pseudopod is stuck target restrained and 10 (3d6) acid at start of each of its turns mimic can use bonus action to pull target up to 30' to its nearest wall ceiling or similar surface. Creature including target can use action to detach pseudopod via DC 15 Str. If target detaches harpoon while stuck to mimic's ceiling: normal fall damage.
### Bonus Actions
- **Change Shape:** Into Gargantuan object or stretches out as terrain up to 35 ft. cube or back to true amorphous form. Stats same. Items worn/carried not transformed. Reverts on death.

View File

@@ -0,0 +1,49 @@
# Cave Sovereign
*Huge* *Aberration* *chaotic evil*
- **Armor Class:** 18 (natural armor)
- **Hit Points:** 253 (22d12+110)
- **Speed:** walk 40 ft. climb 30 ft.
- **Challenge Rating:** 16 (15,000 XP)
- **Source:** Tome of Beasts 3, page 78
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 25 (+7) | 8 (-1) | 20 (+5) | 16 (+3) | 12 (+1) | 20 (+5) |
- **Saving Throws**: Con +1, Int +8, Wis +6
- **Skills:** perception +1
- **Damage Immunities:** psychic
- **Damage Resistances:** poison, radiant; nonmagic B/P/S attacks not made w/adamantine weapons
- **Condition Immunities:** charmed, frightened
- **Senses:** darkvision 120', tremorsense 60', passive Perception 16
- **Languages:** understands all but can't speak, telepathy 120'
### Special Abilities
- **Deathlights:** When a creature that can see sovereigh's glowing antennae starts its turn within 30' of it sovereign can force it to make a DC 18 Wis save if sovereign isn't incapacitated and can see the creature. If save fails by 5+ creature is stunned until the start of its next turn. Otherwise creature that fails is incapacitated and its speed is reduced to 0 until start of its next turn as it remains transfixed in place by the lights. Unless surprised creature can avert its eyes to avoid the save at start of its turn. If creature does so it can't see sovereign until start of its next turn when it can avert again. If creature looks at sovereign in the meantime it must immediately save.
- **Illumination:** Its antennae shed dim light in a 5 ft. radius. Radius increases to 20' while at least one creature is incapacitated or stunned by Deathlights. At start of its turn if no creatures are incapacitated or stunned by Deathlights sovereign can suppress this light until start of its next turn.
- **Inscrutable:** Immune to any effect to sense its emotions or read its thoughts as well as any divination spell it refuses. Wis (Insight) checks made to ascertain sovereign's intentions or sincerity have disadvantage.
- **Legendary Resistance (3/Day):** Choose to succeed failed save.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Spider Climb:** Difficult surfaces even ceilings no ability check.
- **Sinuous Form:** Provided there is suitable room to accommodate its bulk can squeeze through any opening large enough for a Small creature.
### Actions
- **Multiattack:** One Bite and two Slams. It can make one Tail in place of its Bite.
- **Bite:** Melee Weapon Attack: +12 to hit, 5 ft., one target, 25 (4d8+7) piercing damage + 11 (2d10) poison.
- **Slam:** Melee Weapon Attack: +12 to hit, 10 ft., one target, 23 (3d10+7) bludgeoning damage.
- **Tail:** Melee Weapon Attack: +12 to hit, 10 ft., one target, 26 (3d12+7) slashing damage. If target is a Large or smaller creature it is grappled (escape DC 18). Until the grapple ends the target is restrained and sovereign can't use its tail on another target.
- **Consume Soul (Recharge 5-6):** Chooses up to three creatures it can see within 60' of it that are incapacitated or stunned by Deathlights. Each target: 55 (10d10) psychic (DC 18 Wis half). Creature stunned by Deathlights has disadvantage on this save. Sovereign then regains hp equal to half total psychic dealt. A Humanoid slain by this rises 1d4 rounds later as a zombie under sovereign's control unless Humanoid is restored to life or its body is destroyed. Sovereign can have no more than thirty zombies under its control at one time.
- **Spellcasting (Psionics):** Cha (DC 18) no spell components: At will: detect thoughts mage hand (the hand is invisible)3/day ea: dimension door telekinesis1/day: hallucinatory terrain (as an action)
### Legendary Actions
- **Move:** The cave sovereign moves up to its speed with o provoking opportunity attacks.
- **Telekinetic Reel:** Magically pulls incapacitated or stunned creature by its Deathlights it can see up to 20' straight toward it.
- **Cast a Spell (2):** Uses Spellcasting.
- **Tail Attack (2):** Makes one Tail attack.

View File

@@ -0,0 +1,32 @@
# Chaos Creeper
*Medium* *Plant* *chaotic neutral*
- **Armor Class:** 16 (natural armor)
- **Hit Points:** 150 (20d8+60)
- **Speed:** walk 15 ft. climb 10 ft.
- **Challenge Rating:** 9 (5,000 XP)
- **Source:** Tome of Beasts 3, page 80
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 13 (+1) | 18 (+4) | 16 (+3) | 10 (+0) | 12 (+1) | 17 (+3) |
- **Skills:** perception +1
- **Damage Immunities:** poison
- **Condition Immunities:** blinded, deafened, poisoned, prone
- **Senses:** blindsight 60' (blind beyond), passive Perception 10
- **Languages:** Sylvan, telepathy 60'
### Special Abilities
- **Pandemonium Fruit:** Produces pitcher-shaped magical fruit. When creature picks fruit is subjected to Wondrous Cornucopia. Fruit withers 24 hrs after picking losing all magic. If creature expends spell slot of 3rd+ level or volunteers 2 Hit Dice of life (rolling them losing hp equal to result) while picking choose effect instead of random.
- **Wondrous Cornucopia:** A creature that picks a creeper's fruit or is struck by Fruit Bomb triggers the fruit's chaotic magic. Roll d8: Butterfly Cloud Fuit explodes into a cloud of butterflies swirling out in 30' radius from fruit for 1 min making area heavily obscured.Restoration Creature eating the fruit ends one condition disease or reduction to one ability score or reduces exhaustion level by one.Poison Gas Fruit bursts into 20' radius red gas cloud centered on fruit. Area heavily obscured and lasts 1 min or until dispersed by strong wind. When creature enters cloud for first time on a turn or starts its turn there creature: 22 (5d8) poison (DC 16 Con half).Healing Creature eating fruit regains 22 (5d8) hp.Swarming Insects Fruit bursts releasing 2d4 swarms of insects.Protection Creature eating the fruit gains resistance to acid cold fire lightning poison or thunder (determined randomly) for 8 hrs.Squirrel Transformation Eaten: become squirrel 10 min (DC 16 Con).Cleansing All curses/diseases afflicting creature end when eaten.
### Actions
- **Multiattack:** Three Vine Whip attacks or two Fruit Bomb attacks.
- **Vine Whip:** Melee Weapon Attack: +8 to hit, 10 ft., one target, 18 (4d6+4) bludgeoning damage.
- **Fruit Bomb:** Ranged Weapon Attack: +8 to hit 30/120' one target 31 (5d10+4) acid cold fire lightning poison or thunder (creeper's choice). Instead of dealing damage creeper can choose for fruit to trigger its Wondrous Cornucopia. Treat target as if it ate fruit where applicable.

View File

@@ -0,0 +1,33 @@
# Chaos Raptor
*Gargantuan* *Monstrosity* *chaotic neutral*
- **Armor Class:** 18 (natural armor)
- **Hit Points:** 248 (16d20+80)
- **Speed:** walk 20 ft. burrow 80 ft. fly 120 ft.
- **Challenge Rating:** 13 (10,000 XP)
- **Source:** Tome of Beasts 3, page 81
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 28 (+9) | 10 (+0) | 20 (+5) | 5 (-3) | 10 (+0) | 10 (+0) |
- **Saving Throws**: Dex +5, Con +1, Wis +5, Cha +5
- **Skills:** perception +0
- **Senses:** tremorsense 60', passive Perception 15
- **Languages:** understands Common and Terran, but can't speak
### Special Abilities
- **Aura of Chaos:** When a creature with Int of 4 or higher starts its turn within 30' of raptor creature must make a DC 18 Cha save. Fail: creature can't take reactions until start of its next turn and must roll a d8 to determine what it does during that turn. On 1-4 creature does nothing. On 5-6 creature takes no action but uses all its movement to move in a random direction. On 7-8 creature makes one melee attack vs. randomly determined creature within its reach or it does nothing if no creature is within its reach. At start of raptor's turn it chooses whether this aura is active.
- **Earth Glide:** Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through.
- **Keen Sight:** Advantage: sight Wis (Percept) checks.
- **Regeneration:** Raptor regains 20 hp at start of its turn if at least half of its body is submerged in earth or stone. If raptor takes thunder this trait doesn't function at start of raptor's next turn. Raptor dies only if it starts its turn with 0 hp and doesn't regenerate.
### Actions
- **Multiattack:** One Beak attack and one Talons attack.
- **Beak:** Melee Weapon Attack: +14 to hit, 10 ft., one target, 27 (4d8+9) piercing damage.
- **Talons:** Melee Weapon Attack: +14 to hit, 5 ft., one target, 23 (4d6+9) slashing damage and target is grappled (escape DC 18). Until this grapple ends target is restrained and raptor can't use its talons on another target.

View File

@@ -0,0 +1,36 @@
# Chemosit
*Medium* *Fiend* *neutral evil*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 119 (14d8+56)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** Tome of Beasts 3, page 82
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 17 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 15 (+2) |
- **Saving Throws**: Str +6, Con +7, Wis +5, Cha +5
- **Skills:** perception +2
- **Damage Resistances:** fire, cold, lightning; nonmagic B/P/S attacks not made w/silvered weapons
- **Senses:** darkvision 120', passive Perception 15
- **Languages:** Abyssal, Common, Infernal
### Special Abilities
- **Inner Light:** Its open mouth emits a red light shedding bright light in 10 ft. radius and dim light additional 10 feet. Opening or closing its mouth doesn't require an action.
### Actions
- **Multiattack:** One Beak attack and two Crutch attacks.
- **Beak:** Melee Weapon Attack: +6 to hit, 5 ft., one target, 12 (2d8+3) piercing damage + 7 (2d6) fire.
- **Crutch:** Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) bludgeoning damage and target: DC 14 Con save or become infected with the cackle fever disease.
- **Inviting Song:** Sings an enchanting tune. Each creature with an Int of 5+ within 300' of chemosit that can hear the song: DC 15 Wis save or be charmed until the song ends. Chemosit must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. Song ends if chemosit is incapacitated. If charmed target is more than 5 ft. away from chemosit target must move on its turn toward chemosit by most direct route trying to get within 5 ft.. It won't move into damaging terrain such as lava or a pit taking whatever route it can to avoid terrain and still reach chemosit. If target can't find a safe route to chemosit charmed effect ends. Whenever target takes damage or at the end of each of its turns target can re-save. If save succeeds effect ends on it. Target that successfully saves is immune to this chemosit's Inviting Song for next 24 hrs.
### Bonus Actions
- **Change Shape:** Magically transforms into a Small or Med Humanoid or back into its true Fiendish form. Its stats other than size are the same in each form. No matter the form chemosit always has only one leg. Its crutch adjusts to fit its new form but no other equipment transforms. Reverts on death. Crutch becomes nonmagical.

View File

@@ -0,0 +1,45 @@
# Chimera, Royal
*Huge* *Monstrosity* *neutral evil*
- **Armor Class:** 17 (Regal Bearing)
- **Hit Points:** 189 (18d12+72)
- **Speed:** walk 40 ft. fly 80 ft.
- **Challenge Rating:** 15 (13,000 XP)
- **Source:** Tome of Beasts 3, page 83
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 21 (+5) | 14 (+2) | 18 (+4) | 9 (-1) | 13 (+1) | 20 (+5) |
- **Skills:** perception +1
- **Damage Immunities:** fire, poison
- **Damage Resistances:** force; nonmagic B/P/S attacks
- **Condition Immunities:** charmed, frightened, poisoned
- **Senses:** blindsight 30', darkvision 60', passive Perception 16
- **Languages:** Common, Draconic
### Special Abilities
- **Legendary Resistance (3/Day):** Choose to succeed failed save.
- **Regal Bearing:** The chimera's AC includes its Cha modifier.
### Actions
- **Multiattack:** One Bite one Claws and one Eldritch Horns or it makes two Arcane Blasts.
- **Bite:** Melee Weapon Attack: +10 to hit, 5 ft., one target, 15 (3d6+5) piercing damage.
- **Claws:** Melee Weapon Attack: +10 to hit, 10 ft., one target, 15 (3d6+5) slashing damage.
- **Eldritch Horns:** Melee Weapon Attack: +10 to hit, 5 ft., one target, 18 (2d12+5) force.
- **Serpent Strike:** Melee Weapon Attack: +10 to hit, 15 ft., one target, 9 (1d8+5) piercing damage + 7 (2d6) poison.
- **Arcane Blast:** Ranged Spell Attack: +10 to hit, 120 ft., one target, 21 (3d10+5) force.
- **Searing Breath (Recharge 5-6):** Dragon head exhales 30' cone of fire that burns and blinds. Each creature in area: 45 (10d8) fire and is blinded until the end of its next turn (DC 17 Dex half damage not blinded).
- **Spellcasting:** Goat head casts one of the following spells. Cha (DC 18) only verbal components: At will: charm person dispel magic mage hand3/day ea: bestow curse enthrall haste1/day: dominate person
### Legendary Actions
- **Prideful Prowl:** Moves up to its walking speed or flies up to half its flying speed with o provoking opportunity attacks.
- **Serpent Strike:** Makes one Serpent Strike attack.
- **Cast a Spell (2):** Uses Spellcasting.
- **Roar of the King (2):** Lion head's bellow spurs allies. Each friendly creature including chimera within 30' of it that can hear roar gains 11 (2d10) temp hp and can't be frightened for 1 min.

View File

@@ -0,0 +1,33 @@
# Chroma Lizard
*Large* *Beast* *unaligned*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 90 (12d10+24)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 4 (1,100 XP)
- **Source:** Tome of Beasts 3, page 84
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 12 (+1) | 16 (+3) | 14 (+2) | 2 (-4) | 10 (+0) | 3 (-4) |
- **Skills:** perception +0
- **Damage Resistances:** radiant
- **Senses:** passive Perception 12
- **Languages:** —
### Special Abilities
- **Mirror Scales:** While the chroma lizard is in bright light creatures that rely on sight have disadvantage on attack rolls vs. the lizard.
- **Mirror Shy:** If the chroma lizard sees itself reflected in a polished surface within 30' of it and in an area of bright light the lizard immediately closes its eyes and is blinded until the start of its next turn when it can check for the reflection again.
- **Radiant Reflection:** When a creature deals radiant to the chroma lizard half the radiant the lizard took is reflected back at that creature.
### Actions
- **Multiattack:** Dazzling Display then one Bite and one Claws.
- **Bite:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 14 (2d10+3) piercing damage.
- **Claw:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 8 (1d10+3) slashing damage.
- **Dazzling Display:** Causes its chrome scales to ripple casting dizzying reflections of light. Each creature that can see the chroma lizard must make DC 15 Con save or be blinded until the end of its next turn. The lizard can't use this action while in darkness and creatures have advantage on the save if the chroma lizard is in dim light.

View File

@@ -0,0 +1,35 @@
# Climbing Vine
*Medium* *Plant* *unaligned*
- **Armor Class:** 11 (natural armor)
- **Hit Points:** 13 (2d8+4)
- **Speed:** walk 10 ft. climb 10 ft.
- **Challenge Rating:** 1/8 (25 XP)
- **Source:** Tome of Beasts 3, page 85
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 13 (+1) | 7 (-2) | 15 (+2) | 1 (-5) | 7 (-2) | 1 (-5) |
- **Skills:** perception +-2
- **Damage Immunities:** psychic
- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
- **Senses:** blindsight 20', passive Perception 8
- **Languages:** —
### Special Abilities
- **Digestive Dew:** A creature that starts its turned grappled by the climbing vine takes 2 (1d4) acid.
- **Flexible Form:** A climbing vine can move through a space as narrow as 6 inches wide with o squeezing.
### Actions
- **Dewvine:** Melee Weapon Attack: +3 to hit, 5 ft., one creature,. The target is grappled (escape DC 11). The climbing vine has two attacking vines each of which can grapple only one creature.
- **Squeeze:** Squeezes creatures in its grasp. Each creature grappled by the climbing vine must make DC 11 Str save or take 5 (2d4) bludgeoning damage.
### Reactions
- **Grasping Retaliation:** When a creature hits the climbing vine with melee attack while within 5 ft. of the vine the vine can make one Dewvine attack vs. it.

View File

@@ -0,0 +1,34 @@
# Clockwork Armadillo
*Small* *Construct* *unaligned*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 22 (4d6+8)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 1/4 (50 XP)
- **Source:** Tome of Beasts 3, page 86
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 18 (+4) | 14 (+2) | 5 (-3) | 10 (+0) | 10 (+0) |
- **Saving Throws**: Dex +6
- **Skills:** perception +0
- **Damage Immunities:** poison, psychic
- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- **Senses:** darkvision 60', passive Perception 12
- **Languages:** understands the languages of its creator but can't speak
### Special Abilities
- **Construct Nature:** Doesn't require air food drink or sleep.
- **Immutable Form:** Immune: form-altering spells/effects.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Overclocked:** Advantage on initiative rolls.
### Actions
- **Scissor Claws:** Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d4+4) slashing damage and the target must make DC 11 Con save or drop whatever it is currently holding.
- **Tuck In:** Tucks its entire body into its shell forming an armored ball. While an armored ball it moves by rolling has resistance to B/P/S damage is immune to the prone condition and it can't make Scissor Claws attacks. As part of this action the armadillo can expand its shell outward to contain one object of its size or smaller that isn't being worn or carried and is within 5 ft. of the armadillo. The armadillo can uncurl its body and release any contained item as a bonus action.

View File

@@ -0,0 +1,37 @@
# Clockwork Conductor
*Small* *Construct* *lawful neutral*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 28 (8d6)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** Tome of Beasts 3, page 87
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 7 (-2) | 12 (+1) | 10 (+0) | 9 (-1) | 12 (+1) | 16 (+3) |
- **Skills:** perception +1
- **Damage Immunities:** lightning, poison, psychic, thunder
- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- **Senses:** darkvision 60', passive Perception 13
- **Languages:** understands the languages of its creator but can't speak
### Special Abilities
- **Construct Nature:** Doesn't require air food drink or sleep.
- **Immutable Form:** Immune: form-altering spells/effects.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Metronomic Aura:** When a friendly creature within 20' of conductor makes an attack or Cha (Performance) check creature can treat d20 roll as a 10 instead of die's actual roll.
### Actions
- **Conductive Baton:** Melee Weapon Attack: +3 to hit, 5 ft., one target, 3 (1d4+1) bludgeoning damage + 4 (1d8) lightning and target can't take reactions until start of its next turn.
- **Overclocked Finale (Recharge: Short/Long Rest):** Makes a grand sacrifice spurring its allies on in a final masterstroke. Each friendly creature within 30' of conductor that can see it gains a +5 bonus to attack rolls damage rolls and ability checks until the end of the conductor's next turn. Roll a d6. On a 1 to 4 conductor can't use Concerted Effort until it finishes a short rest. On a 5 or 6 it can't use Concerted Effort and its Metronomic Aura becomes inactive until it finishes a short rest.
### Bonus Actions
- **Concerted Effort:** Inspires itself or one friendly creature it can see within 30' of it until start of conductor's next turn. When target makes an attack roll or a Con save to maintain concentration on a spell target can roll d4 and add result to attack or save.

View File

@@ -0,0 +1,39 @@
# Clockwork Pugilist
*Medium* *Construct* *unaligned*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 32 (5d8+10)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 88
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 12 (+1) | 14 (+2) | 6 (-2) | 13 (+1) | 10 (+0) |
- **Saving Throws**: Str +5, Con +4
- **Skills:** perception +1
- **Damage Immunities:** poison, psychic
- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- **Senses:** darkvision 60', passive Perception 13
- **Languages:** Common
### Special Abilities
- **Construct Nature:** A clockwork pugilist doesn't require air food drink or sleep.
- **Immutable Form:** Immune: form-altering spells/effects.
- **Magic Resistance:** Advantage: spell/magic effect saves.
### Actions
- **Multiattack:** Two Fist attacks.
- **Fist:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage.
- **Brass Onslaught (Recharge 6):** The pugilist moves up to 10 ft. and makes one fist attack. If it hits the target takes an extra 10 (3d6) bludgeoning damage. This movement doesn't provoke opportunity attacks.
### Reactions
- **Get Down Sir!:** When a creature within 5 ft. of the pugilist is targeted by a ranged attack or spell the pugilist steps in the way and the ranged attack or spell targets the pugilist instead.
- **Parry:** +2 to its AC vs. one melee attack that would hit it. Must see attacker and have at least one hand empty.

View File

@@ -0,0 +1,39 @@
# Clockwork Scorpion
*Large* *Construct* *unaligned*
- **Armor Class:** 16 (natural armor)
- **Hit Points:** 95 (10d10+40)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 9 (5,000 XP)
- **Source:** Tome of Beasts 3, page 89
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 19 (+4) | 13 (+1) | 19 (+4) | 3 (-4) | 12 (+1) | 1 (-5) |
- **Skills:** perception +1
- **Damage Immunities:** poison, psychic
- **Damage Resistances:** fire; nonmagic B/P/S attacks not made w/adamantine weapons
- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- **Senses:** darkvision 60', tremorsense 60', passive Perception 15
- **Languages:** understands creator's languages but can't speak
### Special Abilities
- **Construct Nature:** Doesn't require air food drink or sleep.
- **Immutable Form:** Immune: form-altering spells/effects.
- **Magic Resistance:** Advantage: spell/magic effect saves.
### Actions
- **Multiattack:** One Sting attack and two Claw attacks.
- **Claw:** Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (1d12+4) bludgeoning damage and target grappled (escape DC 16). Has two claws each of which can grapple only one target.
- **Sting:** Melee Weapon Attack: +8 to hit, 5 ft., one creature,. 9 (1d10+4) piercing damage + 22 (4d10) poison. Scorpion then chooses one of the following target: DC 16 Con save.Hallucinatory Elixir Failed save: sees enemies everywhere 1 min. On its turn target uses its action for melee attack vs. nearest creature (not scorpion) moving up to its speed to creature if necessary. Can re-save at end of each of its turns success ends effect on itself. If it makes initial save is charmed until end of its next turn.Sleep Solution Failed save: falls unconscious 1 min. Effect ends for target if it takes damage or if another creature uses action to wake it. Successful save: target incapacitated until end of its next turn.Vocal Paralytic Failed save: target is poisoned for 1 min. While poisoned in this way target is unable to speak or cast spells that require verbal components. Target can re-save at end of each of its turns success ends effect on itself. If target succeeds on initial save it is poisoned in this way until end of its next turn.
- **Acid Spray (Recharge 5-6):** Spews acid in a 15 ft. cone. Each creature in that area: 42 (12d6) acid (DC 16 Dex half).
### Reactions
- **Gas Nozzles:** When it takes damage all within 5 feet: 5 (1d10) poison. If damage taken was fire gas ignites deals + 5 (1d10) fire.

View File

@@ -0,0 +1,45 @@
# Clockwork Tactician
*Medium* *Construct* *lawful neutral*
- **Armor Class:** 16 (natural armor)
- **Hit Points:** 150 (20d8+60)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 11 (7,200 XP)
- **Source:** Tome of Beasts 3, page 90
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 20 (+5) | 14 (+2) | 17 (+3) | 20 (+5) | 15 (+2) | 11 (+0) |
- **Skills:** perception +2
- **Damage Immunities:** poison, psychic
- **Damage Resistances:** nonmagic B/P/S attacks
- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
- **Senses:** darkvision 120', passive Perception 16
- **Languages:** Common + up to two languages of its creator
### Special Abilities
- **Construct Nature:** Doesn't require air food drink or sleep.
- **Immutable Form:** Immune: form-altering spells/effects.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Magic Weapons:** Weapon attacks are magical.
- **Pack Tactics:** Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.
### Actions
- **Multiattack:** Four Multiweapon attacks.
- **Multiweapon:** Melee Weapon Attack: +9 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage piercing or slashing. The clockwork tactician chooses the damage type when it attacks.
- **Heavy Crossbow:** Ranged Weapon Attack: +6 to hit 100/400' one target 7 (1d10+2) piercing damage.
### Bonus Actions
- **Battlefield Commands:** Issues commands to up to 3 friendly creatures it can see within 60' of it. Each target has advantage on its next ability check or attack roll provided it can hear and understand tactician.
- **Press the Attack:** If the clockwork tactician hits one target with two Multiweapon attacks or scores a critical hit with its multiweapon it can make one additional Multiweapon attack.
### Reactions
- **Quick Study:** When a creature hits tactician with attack tactician makes DC 13 Int check. Success: it chooses one of:Tactician has advantage on melee attack rolls vs. the attacker.Attacker has disadvantage on attack rolls vs. the tactician.Tactician has resistance to damage type of attack that hit it.Can have more than one benefit active at a time. They end when it attacks a different creature or uses Quick Study on another.

View File

@@ -0,0 +1,30 @@
# Cloudhoof Assassin
*Medium* *Beast* *unaligned*
- **Armor Class:** 13
- **Hit Points:** 45 (7d8+14)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 91
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 17 (+3) | 17 (+3) | 14 (+2) | 2 (-4) | 11 (+0) | 7 (-2) |
- **Skills:** perception +0
- **Senses:** passive Perception 10
- **Languages:** —
### Special Abilities
- **Shoving Charge:** If it moves at least 20' straight toward a target and then hits it with Headbutt attack on the same turn that target must make DC 13 Str save or be pushed up to 10 ft. away from the cloudhoof. If a creature fails this save by 5 or more it is pushed up to 15 ft..
- **Sure-Hooved:** Has advantage on Str and Dex checks and saves made vs. effects that would knock it prone. In addition it has advantage on Str (Athletics) checks to climb rocky surfaces and Dex (Acrobatics) checks to maintain its balance on rocky surfaces.
### Actions
- **Multiattack:** One Headbutt attack and one Shoving Kick attack.
- **Headbutt:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage.
- **Shoving Kick:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) bludgeoning damage and the target must make DC 13 Str save or be pushed up to 5 ft. away from the cloudhoof assassin. If the cloudhoof scores a critical hit the target is pushed up to 10 ft. on a failed save.

View File

@@ -0,0 +1,35 @@
# Coastline Reaper
*Large* *Monstrosity* *unaligned*
- **Armor Class:** 16 (natural armor)
- **Hit Points:** 144 (17d10+51)
- **Speed:** walk 10 ft. swim 40 ft.
- **Challenge Rating:** 9 (5,000 XP)
- **Source:** Tome of Beasts 3, page 92
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 18 (+4) | 17 (+3) | 4 (-3) | 14 (+2) | 8 (-1) |
- **Saving Throws**: Dex +8, Con +7
- **Skills:** perception +2
- **Damage Resistances:** cold, poison
- **Condition Immunities:** exhaustion, poisoned
- **Senses:** darkvision 60', passive Perception 12
- **Languages:** —
### Special Abilities
- **Glowing Organs:** While underwater its internal organs glow an eerie pale blue shedding dim light in a 10 ft. radius.
- **Hold Breath:** While out of water can hold its breath for 30 min.
- **Water Breathing:** Can breathe only underwater.
### Actions
- **Multiattack:** Two Tentacle Lashes and one Stinging Tentacle.
- **Tentacle Lash:** Melee Weapon Attack: +8 to hit, 15 ft., one target, 14 (3d6+4) bludgeoning damage.
- **Stinging Tentacle:** Melee Weapon Attack: +8 to hit, 15 ft., one target, 7 (1d6+4) piercing damage + 9 (2d8) poison. Target must make DC 16 Con save or be paralyzed for 1 min. A frightened creature has disadvantage on this save. Paralyzed target can re-save at end of each of its turns success ends effect on itself.
- **Frightening Visage (Recharge 5-6):** If underwater it flares the light from its organs making skull-like structure within more apparent. If above water the coastline reaper tightly pulls in its outer flesh causing its body to take on a fleshy skull-like appearance. Each Humanoid within 30' of it that can see it: 21 (6d6) psychic and frightened 1 min (DC 16 Wis half not frightened). Frightened creature can re-save at end of each of its turns success ends effect on itself.

View File

@@ -0,0 +1,32 @@
# Conniption Bug
*Small* *Beast* *unaligned*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 55 (10d6+20)
- **Speed:** walk 30 ft. swim 30 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 93
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 13 (+1) | 14 (+2) | 14 (+2) | 1 (-5) | 10 (+0) | 3 (-4) |
- **Skills:** perception +0
- **Senses:** tremorsense 30', passive Perception 10
- **Languages:** —
### Special Abilities
- **Death Trap:** When it dies its mandibles remain locked in place continuing to grapple beyond its death. Until grapple ends creature takes 4 (1d8) piercing damage at start of each of its turns as if the bug was still alive. Any creature can take an action to remove mandibles with successful DC 11 Str (Athletics) or Wis (Medicine) check.
- **Limited Amphibiousness:** Can breathe air and water but it needs to be submerged at least once every 4 hrs to avoid suffocating.
- **Pack Tactics:** Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.
- **Standing Leap:** Its long jump is up to 20' and its high jump is up to 10 feet with or with o a running start.
- **Vicious Wound:** Its melee attacks score a critical hit on a 19 or 20.
### Actions
- **Barbed Mandibles:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) piercing damage. Target is grappled (escape DC 13) if it is a Med or smaller creature and bug doesn't have another creature grappled. Until this grapple ends target takes 4 (1d8) piercing damage at start of each of its turns and bug can't make Barbed Mandible attacks vs. other targets.
- **Barbed Claws:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) piercing damage.

View File

@@ -0,0 +1,39 @@
# Copperkill Slime
*Huge* *Ooze* *unaligned*
- **Armor Class:** 10
- **Hit Points:** 142 (15d12+45)
- **Speed:** walk 20 ft. climb 20 ft.
- **Challenge Rating:** 8 (3,900 XP)
- **Source:** Tome of Beasts 3, page 94
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 10 (+0) | 17 (+3) | 4 (-3) | 8 (-1) | 2 (-4) |
- **Skills:** perception +-1
- **Damage Immunities:** acid, poison
- **Damage Resistances:** piercing, slashing
- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
- **Senses:** blindsight 60' (blind beyond), passive Perception 9
- **Languages:** —
### Special Abilities
- **Amorphous:** Move through space 1ft.+ wide with o squeezing.
- **Ooze Nature:** Doesn't require sleep.
- **Patinated Appearance:** While motionless indistinguishable from the object or structure it is stretched across though the object or structure appears to be covered in green paint or verdigris.
- **Spider Climb:** Difficult surfaces even ceilings no ability check.
### Actions
- **Multiattack:** Three Pseudopods. If slime hits one creature with two Pseudopods target is grappled (escape DC 15). Until the grapple ends the target is restrained and takes 9 (2d8) poison at start of each of its turns. Slime can have only one target grappled in this way at a time.
- **Pseudopod:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d6+4) bludgeoning damage + 9 (2d8) poison.
- **Poisonous Snap (Stretched Body Only Recharge 5-6):** While it is covering an object or structure it can rapidly collapse back to its normal form ending the stretch and spraying all nearby creatures with poisonous slime. Each creature within 10 ft. of any space the stretched slime occupied before collapsing: 27 (6d8) poison and coated in poisonous slime (DC 15 Dex half not coated). A creature coated takes 9 (2d8) poison at start of each of its turns. A creature including slime-coated creature can take an action to clean it off.
### Bonus Actions
- **Stretch Body:** Stretches its body across surface of a Gargantuan or smaller object or across surface of a wall pillar or similar structure no larger than a 20' square within 5 ft. of it sharing the space of the object or structure. Slime can end the stretch as a bonus action occupying nearest unoccupied space to the object or structure.

View File

@@ -0,0 +1,35 @@
# Corpselight Moth
*Large* *Beast* *unaligned*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 136 (16d10+48)
- **Speed:** walk 15 ft. climb 15 ft. fly 60 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** Tome of Beasts 3, page 95
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 19 (+4) | 16 (+3) | 2 (-4) | 12 (+1) | 8 (-1) |
- **Skills:** perception +1
- **Damage Immunities:** radiant
- **Damage Resistances:** necrotic
- **Senses:** tremorsense 30', passive Perception 14
- **Languages:** —
### Special Abilities
- **Downdraft:** While it is flying area within 10 ft. of it is difficult terrain.
- **Glow:** The moth casts light from its abdomen shedding bright light in a 20' radius and dim light for an additional 20'.
- **Keen Smell:** Advantage: smell Wis (Percept) checks.
- **Necrotic Dampening:** Each friendly creature within 30' of the moth has resistance to necrotic.
- **Spider Climb:** Difficult surfaces even ceilings no ability check.
### Actions
- **Multiattack:** Two Proboscis attacks.
- **Proboscis:** Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 11 (2d6+4) piercing damage + 7 (2d6) radiant.
- **Radiant Wind (Recharge 4-6):** Flaps its wings releasing magical wind in a 30' cone. Each creature in area: 21 (6d6) radiant and is flung up 15 ft. away from moth in a direction following cone and knocked prone (DC 15 Str half damage and isn't flung or knocked prone). If a thrown target strikes an object such as a wall or floor target takes 3 (1d6) bludgeoning damage per 10 ft. it was thrown. If target is thrown into another creature that creature: DC 15 Dex save or take same damage and knocked prone.

View File

@@ -0,0 +1,43 @@
# Cosmic Symphony
*Large* *Celestial* *unaligned*
- **Armor Class:** 18 (natural armor)
- **Hit Points:** 200 (16d10+112)
- **Speed:** walk 0 ft. fly 60 ft.
- **Challenge Rating:** 15 (13,000 XP)
- **Source:** Tome of Beasts 3, page 96
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 19 (+4) | 26 (+8) | 25 (+7) | 2 (-4) | 21 (+5) | 18 (+4) |
- **Saving Throws**: Wis +1, Cha +9
- **Skills:** perception +5
- **Damage Immunities:** radiant, thunder
- **Damage Resistances:** nonmagic B/P/S attacks
- **Condition Immunities:** deafened, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- **Senses:** truesight 120', passive Perception 20
- **Languages:** understands all languages but can't speak
### Special Abilities
- **Invisible:** Is invisible.
- **Legendary Resistance (3/Day):** Choose to succeed failed save.
- **Magic Resistance:** Advantage: spell/magic effect saves.
### Actions
- **Multiattack:** Can use Universal Music then one Discordant Wave and one Slam or two Discordant Waves.
- **Discordant Wave:** Melee or Ranged Spell Attack: +10 to hit 5 ft. or range 60/120' one target 27 (5d8+5) thunder. Target and each creature within 10 ft. of it: DC 18 Con save or become deafened until end of its next turn.
- **Slam:** Melee Weapon Attack: +13 to hit, 5 ft., one target, 24 (3d10+8) bludgeoning damage + 22 (5d8) thunder.
- **Universal Music:** Each creature of symphony's choice within 120' of it: DC 18 Con save or be incapacitated 1 min. Creature that fails save by 5+ is stunned 1 min instead. Stunned or incapacitated creature can re-save at end of each of its turns success ends effect on itself. If creature's save is successful or effect ends creature is immune to symphony's Universal Music for next 24 hrs.
- **Celestial Crescendo (Recharge 5-6):** Sound waves explode from it. Each creature within 30' of it: 45 (10d8) thunder and is deafened for 1 min (DC 18 Con half damage not deafened). A creature can re-save at end of each of its turns success ends effect on itself.
### Legendary Actions
- **Fly:** Flies up to half its flying speed with o provoking opportunity attacks.
- **Major Chord (2):** The symphony regains 18 (4d8) hp.
- **Minor Chord (2):** Each creature within 10 ft. of the symphony must make DC 18 Con save or take 9 (2d8) thunder.

View File

@@ -0,0 +1,30 @@
# Crab, Duffel
*Large* *Monstrosity* *unaligned*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 60 (8d8+24)
- **Speed:** walk 30 ft. swim 30 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** Tome of Beasts 3, page 97
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 12 (+1) | 16 (+3) | 2 (-4) | 12 (+1) | 7 (-2) |
- **Skills:** perception +1
- **Senses:** blindsight 30', passive Perception 11
- **Languages:** —
### Special Abilities
- **Extradimensional Bag:** Uses an extra-dimensional space such as a bag of holding as its “shell.” Bag can hold creatures in addition to the crab based on extradimensional space's size. Breathing creatures inside bag can survive up to a number of min equal to 10 divided by the number of creatures (minimum 1 min) after which time they begin to suffocate. If bag is overloaded pierced or torn it ruptures and is destroyed. While this would normally cause the contents to be lost in the Astral Plane crab's half-in half-out existence kept the bag constantly open even when it fully withdrew altering the bag which simply spills out its contents into area when the bag is destroyed or crab dies. Bag becomes a standard bag of holding or similar magic item with extradimensional space 24 hrs after crab dies.
- **False Appearance:** While motionless indistinguishable from its extradimensional bag with an ajar lid or opening.
### Actions
- **Multiattack:** Two Claws or one Claw and uses Collect.
- **Claw:** Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 10 (2d6+3) bludgeoning damage and target is grappled (escape DC 13). Until this grapple ends target is restrained and crab can't attack another target with that claw. The crab has two claws each of which can grapple only one target.
- **Collect:** Places one target it is grappling into its extradimensional space if there is room and grapple ends. Target blinded and restrained and has total cover vs. attacks and effects outside. A trapped creature can take its action to climb out of the bag by succeeding on a DC 13 Str or Dex check (creature's choice). If crab dies trapped creature is no longer restrained by crab and can escape bag using 5 ft. of movement exiting prone.

View File

@@ -0,0 +1,30 @@
# Crab, Razorback
*Medium* *Beast* *unaligned*
- **Armor Class:** 17 (natural armor)
- **Hit Points:** 58 (9d8+18)
- **Speed:** walk 30 ft. burrow 15 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 98
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 10 (+0) | 14 (+2) | 2 (-4) | 10 (+0) | 3 (-4) |
- **Skills:** perception +0
- **Senses:** tremorsense 30', passive Perception 10
- **Languages:** —
### Special Abilities
- **Bladed Shell:** A creature that touches the crab or hits it with melee attack while within 5 ft. of it takes 3 (1d6) slashing damage.
- **Pounce:** If the crab moves at least 15 ft. straight toward a creature and then hits it with Shell Bash attack on the same turn that target must make DC 13 Str save or be knocked prone. If the target is prone the crab can make one Claw attack vs. it as a bonus action.
### Actions
- **Multiattack:** One Claw attack and one Shell Bash attack.
- **Claw:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage and the target is grappled (escape DC 13). The crab has two claws each of which can grapple only one target.
- **Shell Bash:** Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) bludgeoning damage + 3 (1d6) slashing damage.

View File

@@ -0,0 +1,36 @@
# Crab, Samurai
*Medium* *Beast* *lawful neutral*
- **Armor Class:** 16 (natural armor)
- **Hit Points:** 105 (14d8+42)
- **Speed:** walk 30 ft. swim 30 ft.
- **Challenge Rating:** 6 (2,300 XP)
- **Source:** Tome of Beasts 3, page 99
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 10 (+0) | 16 (+3) | 6 (-2) | 14 (+2) | 10 (+0) |
- **Saving Throws**: Str +7
- **Skills:** perception +2
- **Damage Resistances:** nonmagic B/P/S attacks
- **Condition Immunities:** charmed, frightened
- **Senses:** blindsight 30', passive Perception 15
- **Languages:** understands Common but can't speak
### Special Abilities
- **Amphibious:** Can breathe air and water.
### Actions
- **Multiattack:** Three melee attacks. If grappling two creatures it can't make Crustaceous Sword attacks.
- **Crustaceous Sword:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) slashing damage.
- **Claw:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) bludgeoning damage. If the target is Med or smaller it is grappled (escape DC 15) and the crab can't use this claw to attack another target. The crab has two claws each of which can grapple only one target.
### Bonus Actions
- **Fighting Stance:** Adopts a fighting stance choosing from the options below. The stance lasts until the crab ends it (no action required) or uses this bonus action again.Banded Claw. Adopts a wide grappler's stance. While the samurai crab is in this stance each creature that starts its turn grappled by the crab takes 3 (1d6) bludgeoning damage.Hard Shell. Defensive stance increasing its AC by 2.Soft Shell. Adopts an offensive stance gaining advantage on the first Crustaceous Sword attack it makes each turn.

View File

@@ -0,0 +1,37 @@
# Crystallite
*Large* *Giant* *lawful neutral*
- **Armor Class:** 15 (natural armor)
- **Hit Points:** 90 (12d10+24)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 4 (1,100 XP)
- **Source:** Tome of Beasts 3, page 100
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 8 (-1) | 14 (+2) | 17 (+3) | 11 (+0) | 9 (-1) |
- **Skills:** perception +0
- **Damage Immunities:** poison
- **Damage Resistances:** cold, fire
- **Condition Immunities:** poisoned
- **Senses:** darkvision 60', tremorsense 60', passive Perception 12
- **Languages:** Giant
### Special Abilities
- **False Appearance:** While motionless indistinguishable from large geode.
- **Final Form:** When it dies its corpse transforms into crystal and becomes a Large object that can be attacked and destroyed (AC 17; hp 45; immunity to poison and psychic). It can no longer be affected by spells and effects that target creatures.
### Actions
- **Multiattack:** Two Crystal Limb attacks. It can replace one attack with use of Biomineralize.
- **Crystal Limb:** Melee Weapon Attack: +6 to hit, 10 ft., one target, 13 (2d8+4) piercing damage and it impales target on its limb grappling target (escape DC 14) if it is a Med or smaller creature. When this grapple ends target takes 9 (2d8) slashing damage. Crystallite has two Crystal Limbs each of which can grapple one target.
- **Biomineralize:** Absorbs lifeforce from one creature grappled by it. Target 14 (4d6) necrotic (DC 14 Con half). Target's hp max is reduced by amount equal to necrotic taken and crystallite regains hp equal to that amount. Reduction lasts until target finishes a long rest. Target dies if this reduces its hp max to 0.
### Reactions
- **Calcify:** When it takes 5+ damage on a single turn it can reduce its hp max by an amount equal to damage taken and gains a +1 bonus to AC. Reduction and bonus last until it finishes a long rest. Can't increase its AC above 20 using this.

View File

@@ -0,0 +1,40 @@
# Cueyatl Warchief
*Small* *Humanoid* *lawful evil*
- **Armor Class:** 16 (studded leather, shield)
- **Hit Points:** 117 (18d6+54)
- **Speed:** walk 30 ft. climb 20 ft. swim 30 ft.
- **Challenge Rating:** 7 (2,900 XP)
- **Source:** Tome of Beasts 3, page 101
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 14 (+2) | 16 (+3) | 10 (+0) | 16 (+3) | 12 (+1) |
- **Skills:** perception +3
- **Senses:** darkvision 60', passive Perception 13
- **Languages:** Cueyatl
### Special Abilities
- **Amphibious:** Can breathe air and water.
- **Insect Affinity:** Insects understand warchief and view it favorably. Warchief can communicate simple ideas through words and gestures with insectoid Beasts and warchief has advantage on Wis (Animal Handling) made when interacting with such Beasts.
- **Jungle Camouflage:** Advantage on Dex (Stealth) checks made to hide in jungle terrain.
- **Locked Saddle:** Can't be knocked prone dismounted or moved vs. its will while mounted.
- **Mounted Warrior:** While mounted mount can't be charmed or frightened.
- **Slippery:** Advantage: saves/ability checks to escape a grapple.
- **Spirited Charge:** If it moves 20'+ straight toward a creature while mounted and then hits with Lance attack on the same turn the warchief can use a bonus action to command its mount to make one melee weapon attack vs. that creature as a reaction.
- **Standing Leap:** Its long jump is up to 20' and its high jump is up to 10 ft. with or with o a running start.
### Actions
- **Multiattack:** Two Lances. If mounted mount can then make one melee weapon attack.
- **Lance:** Melee Weapon Attack: +7 to hit, 10 ft., one target, 10 (1d12+4) piercing damage + 7 (2d6) poison.
- **Javelin:** Melee or Ranged Weapon Attack: +7 to hit 5 ft. or range 30/120' one target 7 (1d6+4) piercing damage + 7 (2d6) poison.
### Reactions
- **Mounted Parry:** Adds 3 to its AC or its mount's AC vs. one melee attack that would hit it or its mount. To do so warchief must see attacker and be wielding a melee weapon.

View File

@@ -0,0 +1,45 @@
# Cyonaxin
*Medium* *Celestial* *chaotic good*
- **Armor Class:** 16
- **Hit Points:** 117 (18d8+36)
- **Speed:** walk 50 ft. swim 20 ft.
- **Challenge Rating:** 8 (3,900 XP)
- **Source:** Tome of Beasts 3, page 102
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 15 (+2) | 22 (+6) | 14 (+2) | 10 (+0) | 15 (+2) | 19 (+4) |
- **Saving Throws**: Wis +5, Cha +7
- **Skills:** perception +2
- **Damage Resistances:** poison, radiant
- **Condition Immunities:** paralyzed, poisoned, stunned
- **Senses:** darkvision 60', passive Perception 12
- **Languages:** Celestial, Common
### Special Abilities
- **Blur of Motion:** When it moves at least 30' on its turn ranged attack rolls vs. it have disadvantage until the start of its next turn.
- **Chain Breaker:** Deals 2× damage to objects that restrain creatures.
- **Evasion:** If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails.
- **Freedom of Movement:** Ignores difficult terrain and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 ft. of movement to escape from nonmagical restraints or being grappled.
- **Keen Smell:** Advantage: smell Wis (Percept) checks.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Magic Weapons:** Weapon attacks are magical.
- **Pounce:** If it moves 20'+ straight toward creature and hits it with Claw on same turn target knocked prone (DC 15 Str negates). If target prone cyonaxin can make one Bite attack vs. it as a bonus action.
### Actions
- **Multiattack:** One Bite attack and two Claw attacks.
- **Bite:** Melee Weapon Attack: +9 to hit, 5 ft., one target, 16 (3d6+6) piercing damage + 10 (3d6) radiant.
- **Claw:** Melee Weapon Attack: +9 to hit, 5 ft., one target, 13 (3d4+6) slashing damage.
- **Frightful Yowl (Recharge 6):** Each hostile creature within 60' of it and can hear it: DC 15 Wis save or frightened 1 min. Creature grappling or restraining another has disadvantage. Creature can re-save at end of each of its turns success ends effect on itself.
- **Liberating Churr (Recharge 5-6):** Each friendly creature within 90' and can hear it gains benefits of its Freedom of Movement. All affected grow claws for unarmed strikes. If affected creature hits with claw deals 1d6+its Str modifier slashing instead of bludgeoning normal for unarmed strike. Lasts until start of cyonaxin's next turn.
### Bonus Actions
- **Free Runner:** Can take the Dash action.

View File

@@ -0,0 +1,32 @@
# Daeodon
*Large* *Beast* *unaligned*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 76 (9d10+27)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** Tome of Beasts 3, page 103
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 21 (+5) | 8 (-1) | 16 (+3) | 2 (-4) | 12 (+1) | 6 (-2) |
- **Skills:** perception +1
- **Senses:** passive Perception 11
- **Languages:** —
### Special Abilities
- **Keen Smell:** Advantage: smell Wis (Percept) checks.
- **Relentless (Recharge: Short/Long Rest):** If it takes 15 damage or less that would reduce it to 0 hp it is reduced to 1 hp instead.
- **Trampling Charge:** If it moves 20'+ straight toward a creature and then hits it with Bite on the same turn that target must make DC 13 Str save or be knocked prone. If target is prone daeodon can make one Slam vs. it as a bonus action.
### Actions
- **Multiattack:** One Bite attack and one Slam attack.
- **Bite:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 14 (2d8+5) piercing damage and the target is grappled (escape DC 13). Until this grapple ends the target is restrained and the daeodon can't Bite another target.
- **Slam:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 10 (2d4+5) bludgeoning damage.
- **Fierce Call (Recharge: Short/Long Rest):** Lets out a loud fearsome call. Each hostile creature within 60' of the daeodon must make DC 13 Wis save or drop whatever it is holding and become frightened for 1 min. While frightened a creature must take the Dash action and move away from the daeodon by the safest available route on each of its turns unless there is nowhere to move. A frightened creature can re-save at end of each of its turns success ends effect on itself.

View File

@@ -0,0 +1,33 @@
# Dawnfly, Desolation Nymph
*Large* *Beast* *unaligned*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 68 (8d10+24)
- **Speed:** walk 30 ft. burrow 15 ft. climb 15 ft. swim 30 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 104
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 15 (+2) | 16 (+3) | 1 (-5) | 12 (+1) | 4 (-3) |
- **Skills:** perception +1
- **Senses:** tremorsense 30', passive Perception 13
- **Languages:** —
### Special Abilities
- **Limited Amphibiousness:** Can breathe air and water but needs to be submerged at least once every 4 hrs to avoid suffocating.
- **Shifting Camouflage:** Its carapace adapts to its current surroundings. The nymph has advantage on Dex (Stealth) checks made to hide in nonmagical natural terrain.
### Actions
- **Hinged Maw:** Melee Weapon Attack: +5 to hit, 15 ft., one creature,. 14 (2d10+3) piercing damage. If the target is a Med or smaller creature it is grappled (escape DC 13) and pulled to within 5 ft. of the nymph. Until this grapple ends the target is restrained and the desolation nymph can't use its Hinged Maw on another target.
- **Swallow:** The desolation nymph makes one Hinged Maw attack vs. a Med or smaller target it is grappling. If the attack hits the target is also swallowed and the grapple ends. While swallowed the target is blinded and restrained it has total cover vs. attacks and other effects outside the nymph and it takes 7 (2d6) acid at the start of each of the nymph's turns. The nymph can have only 1 foe swallowed at a time. If the desolation nymph dies a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement exiting prone.
### Bonus Actions
- **Water Jet:** Takes the Disengage action and each creature within 5 ft. of nymph: DC 13 Dex save or be blinded until end of its next turn.

View File

@@ -0,0 +1,44 @@
# Dawnfly
*Gargantuan* *Beast* *unaligned*
- **Armor Class:** 21 (natural armor)
- **Hit Points:** 261 (18d20+72)
- **Speed:** walk 20 ft. climb 20 ft. fly 90 ft.
- **Challenge Rating:** 19 (22,000 XP)
- **Source:** Tome of Beasts 3, page 104
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 23 (+6) | 20 (+5) | 19 (+4) | 1 (-5) | 14 (+2) | 18 (+4) |
- **Skills:** perception +2
- **Damage Immunities:** cold, fire; nonmagic bludgeoning, piercing, and slashing attacks
- **Condition Immunities:** charmed, frightened, paralyzed, poisoned
- **Senses:** blindsight 90', passive Perception 12
- **Languages:** —
### Special Abilities
- **Flyby:** Doesn't provoke opportunity attacks when it flies out of reach.
- **Siege Monster:** Double damage to objects/structures.
- **Unsettling Drone:** Creature that starts turn within 10 ft. of dawnfly: DC 19 Con save or incapacitated until start of its next turn. Deafened creatures have advantage. Success: immune to this 24 hrs.
### Actions
- **Multiattack:** One Bite attack and three Tail attacks.
- **Bite:** Melee Weapon Attack: +12 to hit, 5 ft., one target, 19 (3d8+6) piercing damage + 7 (2d6) poison.
- **Tail:** Melee Weapon Attack: +12 to hit, 15 ft., one target, 22 (3d10+6) bludgeoning damage.
- **Wing Slice (Recharge 4-6):** Flies up to 40' in straight line and can move through space of any Huge or smaller creature. First time it enters creature's space during this move creature: 54 (12d8) slashing damage and stunned until end of its next turn and if dawnfly's wings are ignited from Winged Inferno extra 14 (4d6) fire (DC 19 Dex half isn't stunned).
### Bonus Actions
- **Winged Inferno:** Rapidly beats wings igniting them until start of next turn. Shed bright light in 20' radius dim light extra 20'. Creature that touches dawnfly or hits it with melee attack while within 5 ft. of it: 7 (2d6) fire. Also when creature starts turn within 5 ft. of dawnfly creature: DC 19 Dex save or 7 (2d6) fire. Effect ends early if dawnfly stops flying.
### Legendary Actions
- **Dust Burst:** Its wings shed blinding dust within 10 ft. of it. Each creature in the area: DC 19 Con save or be blinded until end of its next turn.
- **Fiery Downburst (2):** 15 ft. cone hot air downdraft. All in area: 9 (2d8) bludgeoning damage and 7 (2d6) fire pushed up to 15 ft. from dawnfly in direction following cone and knocked prone (DC 19 Str half damage not pushed/prone).
- **Snatch and Drop (3):** Flies up to half its fly speed making one Tail attack at creature within reach on the way. Hits: creature grappled carried and dropped at end of move; normal fall damage.

View File

@@ -0,0 +1,33 @@
# Death Worm
*Small* *Monstrosity* *unaligned*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 44 (8d6+16)
- **Speed:** walk 20 ft. burrow 20 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 106
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 9 (-1) | 15 (+2) | 14 (+2) | 1 (-5) | 11 (+0) | 3 (-4) |
- **Skills:** perception +0
- **Damage Immunities:** lightning
- **Senses:** tremorsense 60', passive Perception 10
- **Languages:** —
### Special Abilities
- **Detect Life:** Can sense the general direction of creatures that aren't Constructs or Undead within 1 mile of it.
- **Discharge:** When a creature ends its turn within 5 ft. of a death worm the creature takes 2 (1d4) lightning.
- **Dreaming Venom:** iIEvery 24 hrs that elapse it must re-save reducing its hp max by 2 (1d4) on a failure. The poison is neutralized on a success. Target dies if dreaming venom reduces its hp max to 0. This reduction lasts until the poison is neutralized.
- **Lightning Arc:** When a creature starts its turn within 15 ft. of at least two death worms the creature must make DC 14 Dex save or take 5 (2d4) lightning. The creature has disadvantage on the save if it is within 15 ft. of three or more death worms.
- **Regeneration:** Regains 3 hp at the start of its turn if it has at least 1 hp.
### Actions
- **Bite:** Melee Weapon Attack: +4 to hit, 5 ft., one creature,. 4 (1d4+2) piercing damage + 2 (1d4) lightning and 4 (1d8) poison and the target must make DC 12 Con save or succumb to worm's Dreaming Venom (above).
- **Spit Poison:** Ranged Weapon Attack: +4 to hit 15/30' one creature. 9 (2d8) poison and the target must make DC 12 Con save or succumb to the worm's venom (see Dreaming Venom).

View File

@@ -0,0 +1,33 @@
# Demon, Balbazu
*Tiny* *Fiend* *chaotic evil*
- **Armor Class:** 13
- **Hit Points:** 36 (8d6+8)
- **Speed:** walk 10 ft. swim 20 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 107
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 3 (-4) | 16 (+3) | 13 (+1) | 5 (-3) | 11 (+0) | 7 (-2) |
- **Skills:** perception +0
- **Damage Immunities:** poison
- **Damage Resistances:** cold, fire, lightning; nonmagic B/P/S attacks
- **Condition Immunities:** poisoned
- **Senses:** darkvision 60', passive Perception 10
- **Languages:** understands Abyssal but can't speak
### Special Abilities
- **Aquatic Invisibility:** Invisible while fully immersed in water.
- **Blood Reservoir:** Stores drained blood within itself. Each time it causes blood loss to a creature its Blood Reservoir increases by amount equal to hp of blood it drained from the creature.
- **Demon Food:** A demon within 5 ft. of it and that isn't another balbazu can use a bonus action to reduce the Blood Reservoir by up to 10 regaining hp equal to that amount as it drinks blood from the reservoir.
- **Magic Resistance:** Advantage: spell/magic effect saves.
### Actions
- **Bite:** Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 10 (2d6+3) piercing damage and it attaches to target. While attached balbazu doesn't attack. Instead at start of each of balbazu's turns target loses 10 (2d6+3) hp from blood loss. When balbazu first attaches to the target and each time target loses hp from blood loss target unaware of the attack (and balbazu if it is invisible). Target is still aware of the hp loss but it feels no pain from the attack. (DC 11 Con target is aware of the attack and balbazu and doesn't need to continue making this save while it remains attached to it.) Regains hp equal to half hp of blood it drains. Balbazu can detach itself by spending 5 ft. of its move. A creature that is aware of the balbazu including the target can use its action to detach the balbazu.

View File

@@ -0,0 +1,36 @@
# Demon, Inciter
*Medium* *Fiend* *chaotic evil*
- **Armor Class:** 13 (natural armor)
- **Hit Points:** 27 (5d8+5)
- **Speed:** walk 30 ft. fly 30 ft.
- **Challenge Rating:** 1 (200 XP)
- **Source:** Tome of Beasts 3, page 108
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 12 (+1) | 16 (+3) |
- **Skills:** perception +1
- **Damage Immunities:** poisoned
- **Damage Resistances:** cold, fire, lightning
- **Senses:** darkvision 60', passive Perception 11
- **Languages:** Abyssal, Common
### Special Abilities
- **Amorphous:** Move through space 1ft.+ wide with o squeezing.
- **Aura of Distrust:** Radiates a psychic aura that causes creatures to doubt intentions of their friends. Each creature within 30' of inciter that isn't a Fiend has disadvantage on Wis (Insight) checks. When a creature enters aura's area for the first time on a turn or starts its turn there that creature: DC 13 Cha save. Fail: any spell cast by creature can't affect allies or friendly creatures including spells already in effect such as bless while it remains in the aura. In addition creature can't use Help action or accept assistance from a friendly creature including assistance from spells such as bless or cure wounds while it remains in aura.
### Actions
- **Multiattack:** Two Claw attacks.
- **Claw:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) piercing damage.
- **Inspire Violence (Recharge 5-6):** Wispers to a creature within 5 ft. of it that can hear it stoking paranoia and hatred. The creature must make DC 13 Cha save or it uses its next action to make one attack vs. a creature that both target and inciter demon can see. A creature immune to being charmed isn't affected by inciter demon's Inspire Violence.
### Bonus Actions
- **Invisibility:** Magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it.

View File

@@ -0,0 +1,38 @@
# Demon, Kogukhpak
*Huge* *Fiend* *chaotic evil*
- **Armor Class:** 17 (natural armor)
- **Hit Points:** 262 (21d12+126)
- **Speed:** walk 40 ft. swim 40 ft.
- **Challenge Rating:** 18 (20,000 XP)
- **Source:** Tome of Beasts 3, page 109
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 30 (+10) | 11 (+0) | 23 (+6) | 8 (-1) | 16 (+3) | 20 (+5) |
- **Saving Throws**: Str +1, Con +1, Wis +9, Cha +1
- **Skills:** perception +3
- **Damage Immunities:** cold, fire, poison
- **Damage Resistances:** lightning; nonmagic B/P/S attacks
- **Condition Immunities:** poisoned
- **Senses:** truesight 120', passive Perception 13
- **Languages:** understand Abyssal but can't speak
### Special Abilities
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Standing Leap:** Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start.
- **Sunlight Hypersensitivity:** Takes 20 radiant when it starts its turn in sunlight. If in sunlight: disadvantage on attacks/ability checks.
### Actions
- **Multiattack:** One Bite and two Gores or three Spit Fires.
- **Bite:** Melee Weapon Attack: +16 to hit, 5 ft., one target, 19 (2d8+10) bludgeoning damage + 9 (2d8) fire and target is grappled (escape DC 18). Until the grapple ends the target is restrained kogukhpak can automatically hit target with its Bite and kogukhpak can't make Bite attacks vs. other targets.
- **Gore:** Melee Weapon Attack: +16 to hit, 10 ft., one target, 37 (5d10+10) piercing damage.
- **Spit Fire:** Ranged Spell Attack: +11 to hit, 120 ft., one target, 32 (6d8+5) fire.
- **Devastating Leap (Recharge 6):** Leaps up to 30' and lands on its feet in a space it can see. Each creature in the space or within 5 ft. of it when it lands: 72 (16d8) bludgeoning damage and knocked prone (DC 20 Str half damage not prone and if in kogukhpak's space can choose to be pushed 5 ft. back or to side of kogukhpak). Creature in kogukhpak's space that chooses not to be pushed suffers consequences of failed save.
- **Fire Breath (Recharge 6):** Exhales fire in a 90' cone. Each creature in that area: 70 (20d6) fire (DC 20 Dex half).

View File

@@ -0,0 +1,35 @@
# Demon, Leech
*Large* *Fiend* *chaotic evil*
- **Armor Class:** 17 (natural armor)
- **Hit Points:** 147 (14d10+70)
- **Speed:** walk 30 ft. swim 40 ft.
- **Challenge Rating:** 11 (7,200 XP)
- **Source:** Tome of Beasts 3, page 110
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 19 (+4) | 16 (+3) | 21 (+5) | 11 (+0) | 12 (+1) | 7 (-2) |
- **Skills:** perception +1
- **Damage Immunities:** acid, poison
- **Damage Resistances:** cold, fire, lightning; nonmagic B/P/S attacks
- **Condition Immunities:** poisoned, prone
- **Senses:** darkvision 90', passive Perception 11
- **Languages:** Abyssal, telepathy 120'
### Special Abilities
- **Amphibious:** Can breathe air and water.
- **Blood Sense:** Can pinpoint by scent the location of creatures that aren't Constructs or Undead within 30' of it.
- **Magic Resistance:** Advantage: spell/magic effect saves.
### Actions
- **Multiattack:** One Bite and two Tentacle Bites or two Bite attacks.
- **Bite:** Melee Weapon Attack: +8 to hit, 10 ft., one target, 14 (3d6+4) piercing damage + 9 (2d8) necrotic.
- **Tentacle Bite:** Melee Weapon Attack: +8 to hit, 5 ft., one target, 11 (2d6+4) piercing damage and 4 (1d8) necrotic and demon can attach its tentacle to target. Has two tentacles each of which can attach to only one target. While tentacle is attached demon can't use that tentacle to make Tentacle Bites target is restrained and demon doesn't attack with it. Instead at start of each of demon's turns each creature with tentacle attached loses 11 (2d6+4) hp due to blood loss and demon gains equal temp hp equal. Demon can add temp hp gained from this attack together and can add it to temp hp gained from Release Swarm. Demon's temp hp can't exceed half its hp max. Demon can detach one or both tentacles as a bonus action. A creature including target can use its action to detach demon's tentacle by succeeding on a DC 17 Str check.
- **Release Swarm (Recharge 5-6):** Shakes loose dozens of leeches creating a leech swarm. Swarm acts as ally of demon and obeys its spoken commands. Swarm remains for 1 min until demon dies or until demon dismisses it as a bonus action. If demon is within 5 ft. of the swarm it can use its action to consume the swarm gaining temp hp equal to swarm's current hp. It can add temp hp gained this way with temp hp from Tentacle Bite. Demon's temp hp can't exceed half its hp max. Can have only one swarm active at a time.

View File

@@ -0,0 +1,35 @@
# Demon, Maha
*Medium* *Fiend* *chaotic evil*
- **Armor Class:** 15
- **Hit Points:** 178 (21d8+84)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 12 (8,400 XP)
- **Source:** Tome of Beasts 3, page 111
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 21 (+5) | 18 (+4) | 7 (-2) | 16 (+3) | 12 (+1) |
- **Saving Throws**: Str +8, Dex +9, Con +8, Wis +7
- **Skills:** perception +3
- **Damage Immunities:** cold, poison
- **Damage Resistances:** fire, lightning; nonmagic B/P/S attacks
- **Condition Immunities:** poisoned
- **Senses:** truesight 120', passive Perception 13
- **Languages:** Abyssal, telepathy 120'
### Special Abilities
- **Frozen Aura:** When a creature enters space within 30' of maha or starts its turn there that creature: DC 17 Con save or have its speed reduced by 10 ft. until it starts its turn outside aura.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Snow Camouflage:** Advantage on Dex (Stealth) made to hide in snowy or icy terrain.
### Actions
- **Multiattack:** Three Claws. If maha hits one creature with two Claws target: DC 17 Wis save or chuckle until end of its next turn. While chuckling creature can't speak coherently can't cast spells with verbal components and has disadvantage on attacks with weapons that use Str or Dex.
- **Claw:** Melee Weapon Attack: +8 to hit, 10 ft., one target, 14 (3d6+4) piercing damage + 9 (2d8) cold.
- **Deadly Laughter (Recharge 5-6):** It chuckles giggles and chortles at nearby creatures. Each creature within 30' of it: 42 (12d6) psychic drops what it is holding and laughs for 1 min (DC 17 Wis half damage and doesn't drop what it is holding or laugh). While laughing a creature is incapacitated can't speak coherently and takes 7 (2d6) psychic at start of each of its turns. A laughing creature can re-save at end of each of its turns success ends effect on itself. If a creature dies while laughing its face turns pale blue and displays a wide grin.

View File

@@ -0,0 +1,45 @@
# Demon, Vetala
*Medium* *Fiend* *chaotic evil*
- **Armor Class:** 15
- **Hit Points:** 114 (12d8+60)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 8 (3,900 XP)
- **Source:** Tome of Beasts 3, page 112
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 20 (+5) | 20 (+5) | 14 (+2) | 16 (+3) | 17 (+3) |
- **Saving Throws**: Dex +8, Wis +6
- **Skills:** perception +3
- **Damage Vulnerabilities:** radiant
- **Damage Immunities:** necrotic, poison
- **Condition Immunities:** charmed, exhaustion, frightened, poisoned
- **Senses:** darkvision 60', passive Perception 16
- **Languages:** Abyssal, Common, telepathy 120'
### Special Abilities
- **Corpse Stride:** Once on its turn use 10 ft. of move to step magically into one corpse/Undead within reach and emerge from 2nd within 60' of 1st appearing in unoccupied space within 5 ft. of 2nd.
- **Graveyard Walker:** Difficult terrain composed of tombstones grave dirt corpses or other objects or features common to graveyards and necropolises doesn't cost it extra move and it can move through graveyard objects and structures (ex: sarcophagus mausoleum) as if difficult terrain. It takes 5 (1d10) force if it ends turn inside object.
- **Magic Resistance:** Advantage: spell/magic effect saves.
- **Master of Undeath:** Humanoid it kills or Undead it controls rises in 1 min as skeleton/zombie (vetala's choice) unless Humanoid restored to life or body destroyed. Max 20 total under its control at a time.
- **Shepherd of Death:** When an Undead under the vetala's control hits with any weapon the weapon deals an extra 4 (1d8) necrotic.
### Actions
- **Multiattack:** Two Claw attacks.
- **Claws:** Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d6+5) slashing damage + 9 (2d8) necrotic.
- **Raise Corpse:** One Humanoid corpse it can see within 30' of it rises as a skeleton or zombie (vetala's choice) under vetala's control.
### Bonus Actions
- **Command Corpse:** Commands one Undead under its control that it can see to make a weapon attack as reaction. If so has advantage.
### Reactions
- **Corpse Detonation:** When Undead under its control is reduced to 0 hp vetala can force it to explode. Each creature that isn't Undead or vetala within 5 ft. of exploding Undead: 10 (3d6) bludgeoning damage (if zombie) or slashing (if skeleton) damage and 5 (2d4) poison (DC 15 Dex half).

View File

@@ -0,0 +1,36 @@
# Derro, Abysswalker
*Small* *Humanoid* *chaotic evil*
- **Armor Class:** 16 (breastplate)
- **Hit Points:** 112 (15d6+60)
- **Speed:** walk 25 ft.
- **Challenge Rating:** 6 (2,300 XP)
- **Source:** Tome of Beasts 3, page 113
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 11 (+0) | 18 (+4) | 18 (+4) | 10 (+0) | 7 (-2) | 17 (+3) |
- **Saving Throws**: Str +3, Wis +1, Cha +6
- **Skills:** perception +-2
- **Damage Immunities:** poison
- **Damage Resistances:** cold, fire, lightning
- **Condition Immunities:** poisoned
- **Senses:** darkvision 120', passive Perception 11
- **Languages:** Abyssal, Common, Dwarvish, Undercommon
### Special Abilities
- **Insanity:** Advantage on saves vs. being charmed or frightened.
- **Poisonous Vapors:** When a creature enters a space within 5 ft. of abysswalker or starts its turn there that creature: 13 (2d12) poison and is poisoned until the start of its next turn (DC 15 Con half damage and isn't poisoned.)
- **Sunlight Sensitivity:** In sunlight disadvantage on attacks and Wis (Perception) checks that use sight.
### Actions
- **Multiattack:** One Bite one Claw and one Scimitar or it makes one Bite and two Scimitar attacks.
- **Bite:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 6 (1d4+4) piercing damage and 5 (2d4) poison.
- **Claw:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) bludgeoning damage and target is grappled (escape DC 15) if it is a Med or smaller creature. Until this grapple ends target is restrained and abysswalker can't make Claw attacks vs. other targets.
- **Scimitar:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d6+4) slashing damage.

Some files were not shown because too many files have changed in this diff Show More