Monsters
Name | Type | Challenge rating | Description |
---|---|---|---|
Green Dragon Wyrmling | Dragon | 2 | Green Dragon WyrmlingGreen Dragon WyrmlingMedium Dragon Lawful Evil
Armor:
17 (Natural)
Hit points:
38
(7d8+7)
Speed:
Walk (30 ft.), Fly (60 ft.), Swim (30 ft.)
STR
15
(2)
DEX
12
(1)
CON
13
(1)
INT
14
(2)
WIS
11
(0)
CHA
13
(1)
Damage Immunities:
poison
Condition Immunities:
Poisoned
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages:
Draconic
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Saving Throw: DEX (3), Saving Throw: CON (3), Saving Throw: WIS (2), Saving Throw: CHA (3), Skill: Perception (4), Skill: Stealth (3)
Amphibious:
The dragon can breathe air and water.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.
Poison Breath:
The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/green-dragon-wyrmling.png |
Green Hag | Fey | 3 | Green HagGreen HagMedium Fey Neutral Evil
Armor:
17 (Natural)
Hit points:
82
(11d8+33)
Speed:
Walk (30 ft.)
STR
18
(4)
DEX
12
(1)
CON
16
(3)
INT
13
(1)
WIS
14
(2)
CHA
14
(2)
Senses:
darkvision (60 ft.), passive_perception (14)
Languages:
Common, Draconic, Sylvan
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Skill: Arcana (3), Skill: Deception (4), Skill: Perception (4), Skill: Stealth (3)
Amphibious:
The hag can breathe air and water.
Innate Spellcasting:
The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery
Mimicry:
The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Claws:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance:
The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage:
The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
/api/images/monsters/green-hag.png |
Grick | Monstrosity | 2 | GrickGrickMedium Monstrosity Neutral
Armor:
14 (Natural)
Hit points:
27
(6d8)
Speed:
Walk (30 ft.), Climb (30 ft.)
STR
14
(2)
DEX
14
(2)
CON
11
(0)
INT
3
(-4)
WIS
14
(2)
CHA
5
(-3)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons
Senses:
darkvision (60 ft.), passive_perception (12)
Challenge Rating:
2
(450 XP)
Stone Camouflage:
The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Multiattack:
The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
Tentacles:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Beak:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
/api/images/monsters/grick.png |
Griffon | Monstrosity | 2 | GriffonGriffonLarge Monstrosity Unaligned
Armor:
12 (Dexterity)
Hit points:
59
(7d10+21)
Speed:
Walk (30 ft.), Fly (80 ft.)
STR
18
(4)
DEX
15
(2)
CON
16
(3)
INT
2
(-4)
WIS
13
(1)
CHA
8
(-1)
Senses:
darkvision (60 ft.), passive_perception (15)
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Skill: Perception (5)
Keen Sight:
The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack:
The griffon makes two attacks: one with its beak and one with its claws.
Beak:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
/api/images/monsters/griffon.png |
Grimlock | Humanoid | 1/4 | GrimlockGrimlockMedium Humanoid Neutral Evil
Armor:
11 (Dexterity)
Hit points:
11
(2d8+2)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
12
(1)
CON
12
(1)
INT
9
(-1)
WIS
8
(-1)
CHA
6
(-2)
Condition Immunities:
Blinded
Senses:
blindsight (30 ft. or 10 ft. while deafened (blind beyond this radius)), passive_perception (13)
Languages:
Undercommon
Challenge Rating:
0.25
(50 XP)
Proficiency Bonus:
Skill: Athletics (5), Skill: Perception (3), Skill: Stealth (3)
Blind Senses:
The grimlock can't use its blindsight while deafened and unable to smell.
Keen Hearing and Smell:
The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stone Camouflage:
The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Spiked Bone Club:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.
/api/images/monsters/grimlock.png |
Guard | Humanoid | 1/8 | GuardGuardMedium Humanoid Any Alignment
Armor:
16 (Chain Shirt, Shield)
Hit points:
11
(2d8+2)
Speed:
Walk (30 ft.)
STR
13
(1)
DEX
12
(1)
CON
12
(1)
INT
10
(0)
WIS
11
(0)
CHA
10
(0)
Senses:
passive_perception (12)
Languages:
any one language (usually Common)
Challenge Rating:
0.125
(25 XP)
Proficiency Bonus:
Skill: Perception (2)
Actions
Spear:
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
/api/images/monsters/guard.png |
Guardian Naga | Monstrosity | 10 | Guardian NagaGuardian NagaLarge Monstrosity Lawful Good
Armor:
18 (Natural)
Hit points:
127
(15d10+45)
Speed:
Walk (40 ft.)
STR
19
(4)
DEX
18
(4)
CON
16
(3)
INT
16
(3)
WIS
19
(4)
CHA
18
(4)
Damage Immunities:
poison
Condition Immunities:
Charmed, Poisoned
Senses:
darkvision (60 ft.), passive_perception (14)
Languages:
Celestial, Common
Challenge Rating:
10
(5900 XP)
Proficiency Bonus:
Saving Throw: DEX (8), Saving Throw: CON (7), Saving Throw: INT (7), Saving Throw: WIS (8), Saving Throw: CHA (8)
Rejuvenation:
If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting:
The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
- Cantrips (at will): mending, sacred flame, thaumaturgy
- 1st level (4 slots): command, cure wounds, shield of faith
- 2nd level (3 slots): calm emotions, hold person
- 3rd level (3 slots): bestow curse, clairvoyance
- 4th level (3 slots): banishment, freedom of movement
- 5th level (2 slots): flame strike, geas
- 6th level (1 slot): true seeing
Actions
Bite:
Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Spit Poison:
Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/guardian-naga.png |
Gynosphinx | Monstrosity | 11 | GynosphinxGynosphinxLarge Monstrosity Lawful Neutral
Armor:
17 (Natural)
Hit points:
136
(16d10+48)
Speed:
Walk (40 ft.), Fly (60 ft.)
STR
18
(4)
DEX
15
(2)
CON
16
(3)
INT
18
(4)
WIS
18
(4)
CHA
18
(4)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
psychic
Condition Immunities:
Charmed, Frightened
Senses:
truesight (120 ft.), passive_perception (18)
Languages:
Common, Sphinx
Challenge Rating:
11
(7200 XP)
Proficiency Bonus:
Skill: Arcana (12), Skill: History (12), Skill: Perception (8), Skill: Religion (8)
Inscrutable:
The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magic Weapons:
The sphinx's weapon attacks are magical.
Spellcasting:
The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
- Cantrips (at will): mage hand, minor illusion, prestidigitation
- 1st level (4 slots): detect magic, identify, shield
- 2nd level (3 slots): darkness, locate object, suggestion
- 3rd level (3 slots): dispel magic, remove curse, tongues
- 4th level (3 slots): banishment, greater invisibility
- 5th level (1 slot): legend lore
Actions
Multiattack:
The sphinx makes two claw attacks.
Claw:
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Legendary Actions
Claw Attack:
The sphinx makes one claw attack.
Teleport (Costs 2 Actions):
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions):
The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
/api/images/monsters/gynosphinx.png |
Half-Red Dragon Veteran | Humanoid | 5 | Half-Red Dragon VeteranHalf-Red Dragon VeteranMedium Humanoid Any Alignment
Armor:
18 (Plate Armor)
Hit points:
65
(10d8+20)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
13
(1)
CON
14
(2)
INT
10
(0)
WIS
11
(0)
CHA
10
(0)
Damage Resistances:
fire
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (12)
Languages:
Common, Draconic
Challenge Rating:
5
(1800 XP)
Actions
Multiattack:
The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow:
Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Fire Breath:
The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/half-red-dragon-veteran.png |
Harpy | Monstrosity | 1 | HarpyHarpyMedium Monstrosity Chaotic Evil
Armor:
11 (Dexterity)
Hit points:
38
(7d8+7)
Speed:
Walk (20 ft.), Fly (40 ft.)
STR
12
(1)
DEX
13
(1)
CON
12
(1)
INT
7
(-2)
WIS
10
(0)
CHA
13
(1)
Senses:
passive_perception (10)
Languages:
Common
Challenge Rating:
1
(200 XP)
Actions
Multiattack:
The harpy makes two attacks: one with its claws and one with its club.
Claws:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Club:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song:
The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. 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 the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
/api/images/monsters/harpy.png |
Hawk | Beast | 0 | HawkHawkTiny Beast Unaligned
Armor:
13 (Dexterity)
Hit points:
1
(1d4-1)
Speed:
Walk (10 ft.), Fly (60 ft.)
STR
5
(-3)
DEX
16
(3)
CON
8
(-1)
INT
2
(-4)
WIS
14
(2)
CHA
6
(-2)
Senses:
passive_perception (14)
Challenge Rating:
0
(10 XP)
Proficiency Bonus:
Skill: Perception (4)
Keen Sight:
The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Talons:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
/api/images/monsters/hawk.png |
Hell Hound | Fiend | 3 | Hell HoundHell HoundMedium Fiend Lawful Evil
Armor:
15 (Natural)
Hit points:
45
(7d8+14)
Speed:
Walk (50 ft.)
STR
17
(3)
DEX
12
(1)
CON
14
(2)
INT
6
(-2)
WIS
13
(1)
CHA
6
(-2)
Damage Immunities:
fire
Senses:
darkvision (60 ft.), passive_perception (15)
Languages:
understands Infernal but can't speak it
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Skill: Perception (5)
Keen Hearing and Smell:
The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics:
The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath:
The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/hell-hound.png |
Hezrou | Fiend | 8 | HezrouHezrouLarge Fiend Chaotic Evil
Armor:
16 (Natural)
Hit points:
136
(13d10+65)
Speed:
Walk (30 ft.)
STR
19
(4)
DEX
17
(3)
CON
20
(5)
INT
5
(-3)
WIS
12
(1)
CHA
13
(1)
Damage Resistances:
cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
poison
Condition Immunities:
Poisoned
Senses:
darkvision (120 ft.), passive_perception (11)
Languages:
Abyssal, telepathy 120 ft.
Challenge Rating:
8
(3900 XP)
Proficiency Bonus:
Saving Throw: STR (7), Saving Throw: CON (8), Saving Throw: WIS (4)
Magic Resistance:
The hezrou has advantage on saving throws against spells and other magical effects.
Stench:
Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.
Actions
Multiattack:
The hezrou makes three attacks: one with its bite and two with its claws.
Bite:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claws:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
/api/images/monsters/hezrou.png |
Hill Giant | Giant | 5 | Hill GiantHill GiantHuge Giant Chaotic Evil
Armor:
13 (Natural)
Hit points:
105
(10d12+40)
Speed:
Walk (40 ft.)
STR
21
(5)
DEX
8
(-1)
CON
19
(4)
INT
5
(-3)
WIS
9
(-1)
CHA
6
(-2)
Senses:
passive_perception (12)
Languages:
Giant
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Skill: Perception (2)
Actions
Multiattack:
The giant makes two greatclub attacks.
Greatclub:
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock:
Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
/api/images/monsters/hill-giant.png |
Hippogriff | Monstrosity | 1 | HippogriffHippogriffLarge Monstrosity Unaligned
Armor:
11 (Dexterity)
Hit points:
19
(3d10+3)
Speed:
Walk (40 ft.), Fly (60 ft.)
STR
17
(3)
DEX
13
(1)
CON
13
(1)
INT
2
(-4)
WIS
12
(1)
CHA
8
(-1)
Senses:
passive_perception (15)
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Skill: Perception (5)
Keen Sight:
The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack:
The hippogriff makes two attacks: one with its beak and one with its claws.
Beak:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claws:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
/api/images/monsters/hippogriff.png |
Hobgoblin | Humanoid | 1/2 | HobgoblinHobgoblinMedium Humanoid Lawful Evil
Armor:
18 (Chain Mail, Shield)
Hit points:
11
(2d8+2)
Speed:
Walk (30 ft.)
STR
13
(1)
DEX
12
(1)
CON
12
(1)
INT
10
(0)
WIS
10
(0)
CHA
9
(-1)
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Common, Goblin
Challenge Rating:
0.5
(100 XP)
Martial Advantage:
Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.
Actions
Longsword:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow:
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
/api/images/monsters/hobgoblin.png |
Homunculus | Construct | 0 | HomunculusHomunculusTiny Construct Neutral
Armor:
13 (Natural)
Hit points:
5
(2d4)
Speed:
Walk (20 ft.), Fly (40 ft.)
STR
4
(-3)
DEX
15
(2)
CON
11
(0)
INT
10
(0)
WIS
10
(0)
CHA
7
(-2)
Damage Immunities:
poison
Condition Immunities:
Charmed, Poisoned
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
understands the languages of its creator but can't speak
Challenge Rating:
0
(10 XP)
Telepathic Bond:
While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
/api/images/monsters/homunculus.png |
Horned Devil | Fiend | 11 | Horned DevilHorned DevilLarge Fiend Lawful Evil
Armor:
18 (Natural)
Hit points:
178
(17d10+85)
Speed:
Walk (20 ft.), Fly (60 ft.)
STR
22
(6)
DEX
17
(3)
CON
21
(5)
INT
12
(1)
WIS
16
(3)
CHA
17
(3)
Damage Resistances:
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
darkvision (120 ft.), passive_perception (13)
Languages:
Infernal, telepathy 120 ft.
Challenge Rating:
11
(7200 XP)
Proficiency Bonus:
Saving Throw: STR (10), Saving Throw: DEX (7), Saving Throw: WIS (7), Saving Throw: CHA (7)
Devil's Sight:
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance:
The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack:
The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Fork:
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Tail:
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame:
Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
/api/images/monsters/horned-devil.png |
Hunter Shark | Beast | 2 | Hunter SharkHunter SharkLarge Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
45
(6d10+12)
Speed:
Swim (40 ft.)
STR
18
(4)
DEX
13
(1)
CON
15
(2)
INT
1
(-5)
WIS
10
(0)
CHA
4
(-3)
Senses:
darkvision (30 ft.), passive_perception (12)
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Skill: Perception (2)
Blood Frenzy:
The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing:
The shark can breathe only underwater.
Actions
Bite:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
/api/images/monsters/hunter-shark.png |
Hydra | Monstrosity | 8 | HydraHydraHuge Monstrosity Unaligned
Armor:
15 (Natural)
Hit points:
172
(15d12+75)
Speed:
Walk (30 ft.), Swim (30 ft.)
STR
20
(5)
DEX
12
(1)
CON
20
(5)
INT
2
(-4)
WIS
10
(0)
CHA
7
(-2)
Senses:
darkvision (60 ft.), passive_perception (16)
Challenge Rating:
8
(3900 XP)
Proficiency Bonus:
Skill: Perception (6)
Hold Breath:
The hydra can hold its breath for 1 hour.
Multiple Heads:
The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
Reactive Heads:
For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful:
While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack:
The hydra makes as many bite attacks as it has heads.
Bite:
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
/api/images/monsters/hydra.png |
Hyena | Beast | 0 | HyenaHyenaMedium Beast Unaligned
Armor:
11 (Dexterity)
Hit points:
5
(1d8+1)
Speed:
Walk (50 ft.)
STR
11
(0)
DEX
13
(1)
CON
12
(1)
INT
2
(-4)
WIS
12
(1)
CHA
5
(-3)
Senses:
passive_perception (13)
Challenge Rating:
0
(10 XP)
Proficiency Bonus:
Skill: Perception (3)
Pack Tactics:
The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite:
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
/api/images/monsters/hyena.png |
Ice Devil | Fiend | 14 | Ice DevilIce DevilLarge Fiend Lawful Evil
Armor:
18 (Natural)
Hit points:
180
(19d10+76)
Speed:
Walk (40 ft.)
STR
21
(5)
DEX
14
(2)
CON
18
(4)
INT
18
(4)
WIS
15
(2)
CHA
18
(4)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
blindsight (60 ft.), darkvision (120 ft.), passive_perception (12)
Languages:
Infernal, telepathy 120 ft.
Challenge Rating:
14
(11500 XP)
Proficiency Bonus:
Saving Throw: DEX (7), Saving Throw: CON (9), Saving Throw: WIS (7), Saving Throw: CHA (9)
Devil's Sight:
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance:
The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack:
The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite:
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Claws:
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
Tail:
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
Wall of Ice:
The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.
When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.
/api/images/monsters/ice-devil.png |
Ice Mephit | Elemental | 1/2 | Ice MephitIce MephitSmall Elemental Neutral Evil
Armor:
11 (Dexterity)
Hit points:
21
(6d6)
Speed:
Walk (30 ft.), Fly (30 ft.)
STR
7
(-2)
DEX
13
(1)
CON
10
(0)
INT
9
(-1)
WIS
11
(0)
CHA
12
(1)
Damage Immunities:
cold, poison
Damage Vulnerabilities:
bludgeoning, fire
Condition Immunities:
Poisoned
Senses:
darkvision (60 ft.), passive_perception (12)
Languages:
Aquan, Auran
Challenge Rating:
0.5
(100 XP)
Proficiency Bonus:
Skill: Perception (2), Skill: Stealth (3)
Death Burst:
When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance:
While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Innate Spellcasting:
The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws:
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
Frost Breath:
The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/ice-mephit.png |
Imp | Fiend | 1 | ImpImpTiny Fiend Lawful Evil
Armor:
13 (Dexterity)
Hit points:
10
(3d4+3)
Speed:
Walk (20 ft.), Fly (40 ft.)
STR
6
(-2)
DEX
17
(3)
CON
13
(1)
INT
11
(0)
WIS
12
(1)
CHA
14
(2)
Damage Resistances:
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
darkvision (120 ft.), passive_perception (11)
Languages:
Infernal, Common
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Skill: Deception (4), Skill: Insight (3), Skill: Persuasion (4), Skill: Stealth (5)
Shapechanger:
The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight:
Magical darkness doesn't impede the imp's darkvision.
Magic Resistance:
The imp has advantage on saving throws against spells and other magical effects.
Actions
Sting (Bite in Beast Form):
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility:
The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
/api/images/monsters/imp.png |
Invisible Stalker | Elemental | 6 | Invisible StalkerInvisible StalkerMedium Elemental Neutral
Armor:
14 (Dexterity)
Hit points:
104
(16d8+32)
Speed:
Walk (50 ft.), Fly (50 ft.), Hover (1)
STR
16
(3)
DEX
19
(4)
CON
14
(2)
INT
10
(0)
WIS
15
(2)
CHA
11
(0)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
poison
Condition Immunities:
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses:
darkvision (60 ft.), passive_perception (18)
Languages:
Auran, understands Common but doesn't speak it
Challenge Rating:
6
(2300 XP)
Proficiency Bonus:
Skill: Perception (8), Skill: Stealth (10)
Invisibility:
The stalker is invisible.
Faultless Tracker:
The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
Actions
Multiattack:
The stalker makes two slam attacks.
Slam:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
/api/images/monsters/invisible-stalker.png |