Monsters
Name | Type | Challenge rating | Description |
---|---|---|---|
Mule | Beast | 1/8 | MuleMuleMedium Beast Unaligned
Armor:
10 (Dexterity)
Hit points:
11
(2d8+2)
Speed:
Walk (40 ft.)
STR
14
(2)
DEX
10
(0)
CON
13
(1)
INT
2
(-4)
WIS
10
(0)
CHA
5
(-3)
Senses:
passive_perception (10)
Challenge Rating:
0.125
(25 XP)
Beast of Burden:
The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
Sure-Footed:
The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Hooves:
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
/api/images/monsters/mule.png |
Mummy | Undead | 3 | MummyMummyMedium Undead Lawful Evil
Armor:
11 (Natural)
Hit points:
58
(9d8+18)
Speed:
Walk (20 ft.)
STR
16
(3)
DEX
8
(-1)
CON
15
(2)
INT
6
(-2)
WIS
10
(0)
CHA
12
(1)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
necrotic, poison
Damage Vulnerabilities:
fire
Condition Immunities:
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
the languages it knew in life
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Saving Throw: WIS (2)
Actions
Multiattack:
The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare:
The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
/api/images/monsters/mummy.png |
Mummy Lord | Undead | 15 | Mummy LordMummy LordMedium Undead Lawful Evil
Armor:
17 (Natural)
Hit points:
97
(13d8+39)
Speed:
Walk (20 ft.)
STR
18
(4)
DEX
10
(0)
CON
17
(3)
INT
11
(0)
WIS
18
(4)
CHA
16
(3)
Damage Immunities:
necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities:
fire
Condition Immunities:
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses:
darkvision (60 ft.), passive_perception (14)
Languages:
the languages it knew in life
Challenge Rating:
15
(13000 XP)
Proficiency Bonus:
Saving Throw: CON (8), Saving Throw: INT (5), Saving Throw: WIS (9), Saving Throw: CHA (8), Skill: History (5), Skill: Religion (5)
Magic Resistance:
The mummy lord has advantage on saving throws against spells and other magical effects.
Rejuvenation:
A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
Spellcasting:
The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
- Cantrips (at will): sacred flame, thaumaturgy
- 1st level (4 slots): command, guiding bolt, shield of faith
- 2nd level (3 slots): hold person, silence, spiritual weapon
- 3rd level (3 slots): animate dead, dispel magic
- 4th level (3 slots): divination, guardian of faith
- 5th level (2 slots): contagion, insect plague
- 6th level (1 slot): harm
Actions
Multiattack:
The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist:
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare:
The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.
Legendary Actions
Attack:
The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
Blinding Dust:
Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions):
The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions):
The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions):
The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.
/api/images/monsters/mummy-lord.png |
Nalfeshnee | Fiend | 13 | NalfeshneeNalfeshneeLarge Fiend Chaotic Evil
Armor:
18 (Natural)
Hit points:
184
(16d10+96)
Speed:
Walk (20 ft.), Fly (30 ft.)
STR
21
(5)
DEX
10
(0)
CON
22
(6)
INT
19
(4)
WIS
12
(1)
CHA
15
(2)
Damage Resistances:
cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
poison
Condition Immunities:
Poisoned
Senses:
truesight (120 ft.), passive_perception (11)
Languages:
Abyssal, telepathy 120 ft.
Challenge Rating:
13
(10000 XP)
Proficiency Bonus:
Saving Throw: CON (11), Saving Throw: INT (9), Saving Throw: WIS (6), Saving Throw: CHA (7)
Magic Resistance:
The nalfeshnee has advantage on saving throws against spells and other magical effects.
Actions
Multiattack:
The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
Bite:
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Claw:
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Horror Nimbus:
The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.
Teleport:
The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
/api/images/monsters/nalfeshnee.png |
Night Hag | Fiend | 5 | Night HagNight HagMedium Fiend Neutral Evil
Armor:
17 (Natural)
Hit points:
112
(15d8+45)
Speed:
Walk (30 ft.)
STR
18
(4)
DEX
15
(2)
CON
16
(3)
INT
16
(3)
WIS
14
(2)
CHA
16
(3)
Damage Resistances:
cold, fire, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunities:
Charmed
Senses:
darkvision (120 ft.), passive_perception (16)
Languages:
Abyssal, Common, Infernal, Primordial
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Skill: Deception (7), Skill: Insight (6), Skill: Perception (6), Skill: Stealth (6)
Innate Spellcasting:
The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep
Magic Resistance:
The hag has advantage on saving throws against spells and other magical effects.
Night Hag Items:
A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.
Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).
Actions
Claws (Hag Form Only):
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Change Shape:
The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Etherealness:
The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
Nightmare Haunting:
While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
/api/images/monsters/night-hag.png |
Nightmare | Fiend | 3 | NightmareNightmareLarge Fiend Neutral Evil
Armor:
13 (Natural)
Hit points:
68
(8d10+24)
Speed:
Walk (60 ft.), Fly (90 ft.)
STR
18
(4)
DEX
15
(2)
CON
16
(3)
INT
10
(0)
WIS
13
(1)
CHA
15
(2)
Damage Immunities:
fire
Senses:
passive_perception (11)
Languages:
understands Abyssal, Common, and Infernal but can't speak
Challenge Rating:
3
(700 XP)
Confer Fire Resistance:
The nightmare can grant resistance to fire damage to anyone riding it.
Illumination:
The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Hooves:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Ethereal Stride:
The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
/api/images/monsters/nightmare.png |
Noble | Humanoid | 1/8 | NobleNobleMedium Humanoid Any Alignment
Armor:
15 (Breastplate)
Hit points:
9
(2d8)
Speed:
Walk (30 ft.)
STR
11
(0)
DEX
12
(1)
CON
11
(0)
INT
12
(1)
WIS
14
(2)
CHA
16
(3)
Senses:
passive_perception (12)
Languages:
any two languages
Challenge Rating:
0.125
(25 XP)
Proficiency Bonus:
Skill: Deception (5), Skill: Insight (4), Skill: Persuasion (5)
Actions
Rapier:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
/api/images/monsters/noble.png |
Ochre Jelly | Ooze | 2 | Ochre JellyOchre JellyLarge Ooze Unaligned
Armor:
8 (Dexterity)
Hit points:
45
(6d10+12)
Speed:
Walk (10 ft.), Climb (10 ft.)
STR
15
(2)
DEX
6
(-2)
CON
14
(2)
INT
2
(-4)
WIS
6
(-2)
CHA
1
(-5)
Damage Resistances:
acid
Damage Immunities:
lightning, slashing
Condition Immunities:
Blinded, Charmed, Blinded, Exhaustion, Frightened, Prone
Senses:
blindsight (60 ft. (blind beyond this radius)), passive_perception (8)
Challenge Rating:
2
(450 XP)
Amorphous:
The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb:
The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Pseudopod:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.
/api/images/monsters/ochre-jelly.png |
Octopus | Beast | 0 | OctopusOctopusSmall Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
3
(1d6)
Speed:
Walk (5 ft.), Swim (30 ft.)
STR
4
(-3)
DEX
15
(2)
CON
11
(0)
INT
3
(-4)
WIS
10
(0)
CHA
4
(-3)
Senses:
darkvision (30 ft.), passive_perception (12)
Challenge Rating:
0
(10 XP)
Proficiency Bonus:
Skill: Perception (2), Skill: Stealth (4)
Hold Breath:
While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage:
The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing:
The octopus can breathe only underwater.
Actions
Tentacles:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud:
A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
/api/images/monsters/octopus.png |
Ogre | Giant | 2 | OgreOgreLarge Giant Chaotic Evil
Armor:
11 (Hide Armor)
Hit points:
59
(7d10+21)
Speed:
Walk (40 ft.)
STR
19
(4)
DEX
8
(-1)
CON
16
(3)
INT
5
(-3)
WIS
7
(-2)
CHA
7
(-2)
Senses:
darkvision (60 ft.), passive_perception (8)
Languages:
Common, Giant
Challenge Rating:
2
(450 XP)
Actions
Greatclub:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin:
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
/api/images/monsters/ogre.png |
Ogre Zombie | Undead | 2 | Ogre ZombieOgre ZombieLarge Undead Neutral Evil
Armor:
8 (Dexterity)
Hit points:
85
(9d10+36)
Speed:
Walk (30 ft.)
STR
19
(4)
DEX
6
(-2)
CON
18
(4)
INT
3
(-4)
WIS
6
(-2)
CHA
5
(-3)
Damage Immunities:
poison
Condition Immunities:
Poisoned
Senses:
darkvision (60 ft.), passive_perception (8)
Languages:
understands Common and Giant but can't speak
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Saving Throw: WIS (0)
Undead Fortitude:
If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Morningstar:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
/api/images/monsters/ogre-zombie.png |
Oni | Giant | 7 | OniOniLarge Giant Lawful Evil
Armor:
16 (Chain Mail)
Hit points:
110
(13d10+39)
Speed:
Walk (30 ft.), Fly (30 ft.)
STR
19
(4)
DEX
11
(0)
CON
16
(3)
INT
14
(2)
WIS
12
(1)
CHA
15
(2)
Senses:
darkvision (60 ft.), passive_perception (14)
Languages:
Common, Giant
Challenge Rating:
7
(2900 XP)
Proficiency Bonus:
Saving Throw: DEX (3), Saving Throw: CON (6), Saving Throw: WIS (4), Saving Throw: CHA (5), Skill: Arcana (5), Skill: Deception (8), Skill: Perception (4)
Innate Spellcasting:
The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:
At will: darkness, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep
Magic Weapons:
The oni's weapon attacks are magical.
Regeneration:
The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack:
The oni makes two attacks, either with its claws or its glaive.
Claw (Oni Form Only):
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Glaive:
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.
Change Shape:
The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.
/api/images/monsters/oni.png |
Orc | Humanoid | 1/2 | OrcOrcMedium Humanoid Chaotic Evil
Armor:
13 (Hide Armor)
Hit points:
15
(2d8+6)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
12
(1)
CON
16
(3)
INT
7
(-2)
WIS
11
(0)
CHA
10
(0)
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Common, Orc
Challenge Rating:
0.5
(100 XP)
Proficiency Bonus:
Skill: Intimidation (2)
Aggressive:
As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Greataxe:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin:
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
/api/images/monsters/orc.png |
Otyugh | Aberration | 5 | OtyughOtyughLarge Aberration Neutral
Armor:
14 (Natural)
Hit points:
114
(12d10+48)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
11
(0)
CON
19
(4)
INT
6
(-2)
WIS
13
(1)
CHA
6
(-2)
Senses:
darkvision (120 ft.), passive_perception (11)
Languages:
Otyugh
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Saving Throw: CON (7)
Limited Telepathy:
The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Actions
Multiattack:
The otyugh makes three attacks: one with its bite and two with its tentacles.
Bite:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle:
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
Tentacle Slam:
The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
/api/images/monsters/otyugh.png |
Owl | Beast | 0 | OwlOwlTiny Beast Unaligned
Armor:
11 (Dexterity)
Hit points:
1
(1d4-1)
Speed:
Walk (5 ft.), Fly (60 ft.)
STR
3
(-4)
DEX
13
(1)
CON
8
(-1)
INT
2
(-4)
WIS
12
(1)
CHA
7
(-2)
Senses:
darkvision (120 ft.), passive_perception (13)
Challenge Rating:
0
(10 XP)
Proficiency Bonus:
Skill: Perception (3), Skill: Stealth (3)
Flyby:
The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight:
The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
/api/images/monsters/owl.png |
Owlbear | Monstrosity | 3 | OwlbearOwlbearLarge Monstrosity Unaligned
Armor:
13 (Natural)
Hit points:
59
(7d10+21)
Speed:
Walk (40 ft.)
STR
20
(5)
DEX
12
(1)
CON
17
(3)
INT
3
(-4)
WIS
12
(1)
CHA
7
(-2)
Senses:
darkvision (60 ft.), passive_perception (13)
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Skill: Perception (3)
Keen Sight and Smell:
The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Actions
Multiattack:
The owlbear makes two attacks: one with its beak and one with its claws.
Beak:
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Claws:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
/api/images/monsters/owlbear.png |
Panther | Beast | 1/4 | PantherPantherMedium Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
13
(3d8)
Speed:
Walk (50 ft.), Climb (40 ft.)
STR
14
(2)
DEX
15
(2)
CON
10
(0)
INT
3
(-4)
WIS
14
(2)
CHA
7
(-2)
Senses:
passive_perception (14)
Challenge Rating:
0.25
(50 XP)
Proficiency Bonus:
Skill: Perception (4), Skill: Stealth (6)
Keen Smell:
The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce:
If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
/api/images/monsters/panther.png |
Pegasus | Celestial | 2 | PegasusPegasusLarge Celestial Chaotic Good
Armor:
12 (Dexterity)
Hit points:
59
(7d10+21)
Speed:
Walk (60 ft.), Fly (90 ft.)
STR
18
(4)
DEX
15
(2)
CON
16
(3)
INT
10
(0)
WIS
15
(2)
CHA
13
(1)
Senses:
passive_perception (16)
Languages:
understands Celestial, Common, Elvish, and Sylvan but can't speak
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Saving Throw: DEX (4), Saving Throw: WIS (4), Saving Throw: CHA (3), Skill: Perception (6)
Actions
Hooves:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
/api/images/monsters/pegasus.png |
Phase Spider | Monstrosity | 3 | Phase SpiderPhase SpiderLarge Monstrosity Unaligned
Armor:
13 (Natural)
Hit points:
32
(5d10+5)
Speed:
Walk (30 ft.), Climb (30 ft.)
STR
15
(2)
DEX
15
(2)
CON
12
(1)
INT
6
(-2)
WIS
10
(0)
CHA
6
(-2)
Senses:
darkvision (60 ft.), passive_perception (10)
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Skill: Stealth (6)
Ethereal Jaunt:
As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb:
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker:
The spider ignores movement restrictions caused by webbing.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
/api/images/monsters/phase-spider.png |
Pit Fiend | Fiend | 20 | Pit FiendPit FiendLarge Fiend Lawful Evil
Armor:
19 (Natural)
Hit points:
300
(24d10+168)
Speed:
Walk (30 ft.), Fly (60 ft.)
STR
26
(8)
DEX
14
(2)
CON
24
(7)
INT
22
(6)
WIS
18
(4)
CHA
24
(7)
Damage Resistances:
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
truesight (120 ft.), passive_perception (14)
Languages:
Infernal, telepathy 120 ft.
Challenge Rating:
20
(25000 XP)
Proficiency Bonus:
Saving Throw: DEX (8), Saving Throw: CON (13), Saving Throw: WIS (10)
Fear Aura:
Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
Magic Resistance:
The pit fiend has advantage on saving throws against spells and other magical effects.
Magic Weapons:
The pit fiend's weapon attacks are magical.
Innate Spellcasting:
The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire
Actions
Multiattack:
The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite:
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw:
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Mace:
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Tail:
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
/api/images/monsters/pit-fiend.png |
Planetar | Celestial | 16 | PlanetarPlanetarLarge Celestial Lawful Good
Armor:
19 (Natural)
Hit points:
200
(16d10+112)
Speed:
Walk (40 ft.), Fly (120 ft.)
STR
24
(7)
DEX
20
(5)
CON
24
(7)
INT
19
(4)
WIS
22
(6)
CHA
25
(7)
Damage Resistances:
radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities:
Charmed, Exhaustion, Frightened
Senses:
truesight (120 ft.), passive_perception (21)
Languages:
all, telepathy 120 ft.
Challenge Rating:
16
(15000 XP)
Proficiency Bonus:
Saving Throw: CON (12), Saving Throw: WIS (11), Saving Throw: CHA (12), Skill: Perception (11)
Angelic Weapons:
The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness:
The planetar knows if it hears a lie.
Innate Spellcasting:
The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance:
The planetar has advantage on saving throws against spells and other magical effects.
Actions
Multiattack:
The planetar makes two melee attacks.
Greatsword:
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Healing Touch:
The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
/api/images/monsters/planetar.png |
Plesiosaurus | Beast | 2 | PlesiosaurusPlesiosaurusLarge Beast Unaligned
Armor:
13 (Natural)
Hit points:
68
(8d10+24)
Speed:
Walk (20 ft.), Swim (40 ft.)
STR
18
(4)
DEX
15
(2)
CON
16
(3)
INT
2
(-4)
WIS
12
(1)
CHA
5
(-3)
Senses:
passive_perception (13)
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Skill: Perception (3), Skill: Stealth (4)
Hold Breath:
The plesiosaurus can hold its breath for 1 hour.
Actions
Bite:
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
/api/images/monsters/plesiosaurus.png |
Poisonous Snake | Beast | 1/8 | Poisonous SnakePoisonous SnakeTiny Beast Unaligned
Armor:
13 (Dexterity)
Hit points:
2
(1d4)
Speed:
Walk (30 ft.), Swim (30 ft.)
STR
2
(-4)
DEX
16
(3)
CON
11
(0)
INT
1
(-5)
WIS
10
(0)
CHA
3
(-4)
Senses:
blindsight (10 ft.), passive_perception (10)
Challenge Rating:
0.125
(25 XP)
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/poisonous-snake.png |
Polar Bear | Beast | 2 | Polar BearPolar BearLarge Beast Unaligned
Armor:
12 (Natural)
Hit points:
42
(5d10+15)
Speed:
Walk (40 ft.), Swim (30 ft.)
STR
20
(5)
DEX
10
(0)
CON
16
(3)
INT
2
(-4)
WIS
13
(1)
CHA
7
(-2)
Senses:
passive_perception (13)
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Skill: Perception (3)
Keen Smell:
The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack:
The bear makes two attacks: one with its bite and one with its claws.
Bite:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Claws:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
/api/images/monsters/polar-bear.png |
Pony | Beast | 1/8 | PonyPonyMedium Beast Unaligned
Armor:
10 (Dexterity)
Hit points:
11
(2d8+2)
Speed:
Walk (40 ft.)
STR
15
(2)
DEX
10
(0)
CON
13
(1)
INT
2
(-4)
WIS
11
(0)
CHA
7
(-2)
Senses:
passive_perception (10)
Challenge Rating:
0.125
(25 XP)
Actions
Hooves:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
/api/images/monsters/pony.png |