[[],[],[],[],[],[],[],[],[],[{"id":10150,"name":"Aarakocra","full_text":"

Aarakocra<\/h2>

Medium humanoid (aarakocra), neutral good<\/p>

Armor Class<\/strong> 12<\/p>

Hit Points 13<\/strong> (3d8)<\/p>

Speed<\/strong> 20 ft. , fly 50 ft.<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
10(+0)<\/td>14(+2)<\/td>10(+0)<\/td>11(+0)<\/td>12(+1)<\/td>11(+0)<\/td><\/tr><\/tbody><\/table>

Skills<\/strong> Perception +5<\/p>

Senses<\/strong> passive Perception 15<\/p>

Languages<\/strong> Auran<\/p>

Challenge<\/strong> 1\/4 (50 XP)<\/p>

Dive Attack<\/strong>. If the aarakocra is flying and dives at least 30 fe et<\/p>

straight toward a target an d then hits it with a melee weapon<\/p>

attack, the attack dea ls an extra 3 (1d6) damage to th e target.<\/p>

ACTIONS<\/strong><\/p>

Talon<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.<\/p>

Hit: 4 (ld4 + 2) slashing damage .<\/p>

javelin<\/strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or<\/p>

range 30\/120 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.<\/p>

 <\/p>

Aarakocra range the Howling Gyre<\/strong>, an endless storm<\/p>

of mighty winds and lashing rains that surrounds the<\/p>

tranquil realm of Aaqa in the Elemental Plane of Air.<\/p>

Making aerial patrols, these birdlike humanoids guard<\/p>

the windy borders of their home against invaders from<\/p>

the Elemental Plane of Earth, such as gargoyles, their<\/p>

sworn enemies.<\/p>

 <\/p>

Enemies of Elemental Evil<\/strong>. In service to the Wind<\/p>

Dukes of Aaqa, aarakocra scout the planes in search<\/p>

of temples of Elemental Evil. They spy on malign<\/p>

elemental creatures and then either take the fi ght to<\/p>

those creatures or report back to the Wind Dukes.<\/p>

 <\/p>

On the Material Plane<\/strong>, aarakocra create aeries atop<\/p>

the highest mountains, especially peaks near portals<\/p>

to the Elemental Plane of Air. From such heights,<\/p>

aarakocra watch for signs of elemental incursions,<\/p>

as well as for nascent threats to their home plane.<\/p>

Aarakocra prefer to live their lives like the wind-
unburdened and ever moving- yet they watch over a<\/p>

region for years if that's what it takes to guard against<\/p>

the incursions of Elemental Evil.<\/p>

 <\/p>

Aarakocra have no concept<\/strong> of political borders or<\/p>

property ownership, and the value of gems, gold, and<\/p>

other precious materials means little to aarakocra. In<\/p>

their eyes, a creature should use what is necessary and<\/p>

then cast what is left on the wind for others to use.<\/p>

 <\/p>

Search for the Seven Shards<\/strong>. The Wind Dukes<\/p>

of Aaqa come from a race of elemental beings called<\/p>

the vaati, which once ruled many worlds. A creature<\/p>

known as the Queen of Chaos arose and initiated an<\/p>

interplana r war against vaati rule. To combat the threat,<\/p>

seven vaati heroes combined their powers to create<\/p>

the mighty Rod of Law. In a battle against the queen's<\/p>

greatest general, Mishka the Wolf Spider, a vaati killed<\/p>

Mishka by thrusting the rod into him like a spear. The<\/p>

rod shattered into seven shards that scattered across<\/p>

the multiverse. Aaracokra seek signs of the pieces'<\/p>

locations in order to rebuild what is now know as the<\/p>

Rod of Seven Parts.<\/p>

 <\/p>

SUMMONING AIR ELEMENTALS<\/strong><\/p>

Five aarakocra within 30 feet of each other can magically<\/p>

summon an air elemental. Each of the five must use its<\/p>

action and movement on three consecutive turn s to perform<\/p>

an aerial dance and must maintain concentration while<\/p>

doing so (as if concentrating on a spell). When all five have<\/p>

finished their third turn of the dance, the elemental appears<\/p>

in an unoccupied space within 60 feet of them. It is fri endly<\/p>

toward them and obeys their spoken commands. It remains<\/p>

for 1 hour, until it or all its summoners die, or until any of<\/p>

its summoners dismisses it as a bonus action . A summoner<\/p>

can't perform the dance again until it finishe s a short rest.<\/p>

When the elemental returns to the Elemental Plane of Air, any<\/p>

aarakocra within 5 feet of it can return with it.<\/p>

 <\/p>","family":"","ch":"1","size":"Medium","hit_dice":"13 (3d8)","initiative":"","base_attack":"1d6 ","environment":"","type":"Humanoid","challenge_rating":"1","alignment":"Neutral Good","reference":"Usergen"},{"id":10151,"name":"Banshee ","full_text":"

Banshee<\/h2>

Medium undead, chaotic evil<\/p>

Armor Class<\/strong> 12<\/p>

Hit Points<\/strong> 58 (13d8)<\/p>

Speed<\/strong> 0 ft., fly 40ft. (hover)<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
1 (-5)<\/td>14 (+2)<\/td>10 (+0)<\/td>12 (+1)<\/td>11 (+0)<\/td>17 (+3)<\/td><\/tr><\/tbody><\/table>

Saving Throws<\/strong> Wis +2, Cha +4<\/p>

Damage Resistances<\/strong> acid, fire, lightning, thunder; bludgeoning,<\/p>

piercing, and slashing from non magical weapons<\/p>

Damage Immunities<\/strong> cold, necrotic, poison<\/p>

Condition Immunities<\/strong> charmed, exhaustion, frightened,<\/p>

grappled, paralyzed, petrified, poisoned, prone, restrained<\/p>

Senses<\/strong> darkvision 60ft., passive Perception 10<\/p>

Languages<\/strong> Common, Elvish<\/p>

Challenge<\/strong> 4 (1 ,100 XP)<\/p>

Detect Life<\/strong>. The banshee can magically sense the presence<\/p>

of living creatures up to 5 miles away. She knows the general<\/p>

direction they're in but not their exact locations.<\/p>

Incorporeal Movement<\/strong>. The banshee can move through 0ther<\/p>

creatures and objects as if they were difficult terrain. She takes<\/p>

5 (1d10) force damage if she ends he~ turn inside an object.<\/p>

 <\/p>

ACTIONS<\/strong><\/p>

Corrupting Touch<\/strong>. Melee Spell Attack: +4 to hit, reach 5 ft., one<\/p>

target. Hit: 12 (3d6 + 2) necrotic damage.<\/p>

Horrifying Visage<\/strong>. Each non-undead creature within 60 feet of<\/p>

the banshee that can see her must succeed on a DC 13 Wisdom<\/p>

saving throw or be frightened for 1 minute. A frightened target<\/p>

can repeat the saving throw at the end of each of its turns,<\/p>

with disadvantage if the banshee is within line of sight, ending<\/p>

the effect on itself on a success. If a target's saving throw is<\/p>

successful or the effect ends for it, the target is immune to the<\/p>

banshee's Horrifying Visage for the next 24 hours.<\/p>

Wail<\/strong> (1fDay). The banshee releases a mournful wail, provided<\/p>

that she isn't in sunlight. This wail has no effect on constructs<\/p>

and undead. Al l other creatures within 30 feet of her that can<\/p>

hear her must make a DC 13 Constitution saving throw. On<\/p>

a failure, a creature drops to 0 hit points. On a success, a<\/p>

creature takes 10 (3d6) psychic damage.<\/p>

 <\/p>

When night falls<\/strong>, unlucky travelers hear the faint cries<\/p>

of the forlorn dead. This woeful spirit is a banshee, a<\/p>

spiteful creature formed from the spirit of a female elf.<\/p>

 <\/p>

Banshees appears<\/strong> as luminous, wispy forms that<\/p>

vaguely recall their mortal features. A banshee's face is<\/p>

wreathed in a wild tangle of hair, its body clad in wispy<\/p>

rags that flutter and stream around it.<\/p>

 <\/p>

Divine Wrath<\/strong>. Banshees are the undead remnants of<\/p>

elves who, blessed with great beauty, failed to use their<\/p>

gift to bring joy to the world. Instead, they used their<\/p>

beauty to corrupt and control others. Elves afflicted by<\/p>

the banshee's curse experience no gladness, feeling<\/p>

only distress in the presence of the Jiving. As the curse<\/p>

takes its toll, their minds and bodies decay, until death<\/p>

completes their transformation into undead monsters.<\/p>

 <\/p>

Sorrow Bound<\/strong>. A banshee becomes forever bound to<\/p>

the place of its demise, unable to venture more than five<\/p>

miles from there. It is forced to relive every momerit of<\/p>

its life ~ith perfect recall, yet always refuses to accept<\/p>

responsibility for. its doom.<\/p>

 <\/p>

Beauty Hoarders<\/strong>. The vanity that inspired the<\/p>

banshee's cursed creatipn persists in undeath. These<\/p>

creatures covet beautiful objects: fine je~elry, paintings,<\/p>

statues, and other objects of art. At the same time, a<\/p>

banshee abhors any mirrored surface, for it can't bear to<\/p>

see the horror_ of its own existence. A single glimpse of \\<\/p>

itself is enough to send a banshee into a rage. )<\/p>

 <\/p>

Undead Nature<\/strong>. A banshee doesn't require air, food,<\/p>

drink, or sleep.<\/p>","family":"","ch":"1","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"1","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10152,"name":"Beholder","full_text":"

Beholder<\/h2>

Large aberration, lawful evil<\/p>

Armor Class<\/strong> 18 (natural armor)<\/p>

Hit Points<\/strong> 180 (19d10 + 76)<\/p>

Speed<\/strong> 0 ft., fly 20ft. (hover)<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>

10 (+0)<\/p><\/td>

14(+2)<\/td>18(+4)<\/td>17(+3)<\/td>15(+2)<\/td>17(+3)<\/td><\/tr><\/tbody><\/table>

Saving Throws<\/strong> lnt +8, Wis +7, Cha +8<\/p>

Skills<\/strong> Perception +12<\/p>

Condition Immunities<\/strong> prone<\/p>

Senses<\/strong> darkvision 120 ft., passive Perception 22<\/p>

Languages<\/strong> Deep Speech, Undercommon<\/p>

Challenge 13 (10,000 XP)<\/p>

Antimagic Cone<\/strong>. The beholder's central eye creates an area of<\/p>

antimagic, as in the anti magic field spell, in a 150-foot cone. At<\/p>

the start of each of its turns, the beholder decides which way<\/p>

the cone faces and whether the cone is active. The area works<\/p>

against the beholder's own eye rays.<\/p>

ACTIONS<\/strong><\/p>

Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

Hit: 14 (4d6) piercing damage .<\/p>

Eye Rays<\/strong>. The beholder shoots three of the following magical<\/p>

eye rays at random (reroll duplicates), choosing one to three<\/p>

targets it can see within 120 feet of it:<\/p>

1. Charm Ray<\/strong>. The targeted creature must succeed on a DC<\/p>

16 Wisdom saving throw or be charmed by the beholder for 1<\/p>

hour, or until the beholder harms the creature.<\/p>

2. Paralyzing Ray<\/strong>. The targeted creature mu st succeed on a<\/p>

DC 16 Constitution saving throw or be paralyzed for 1 minute.<\/p>

The target can repeat the saving throw at the end of each of its<\/p>

turns, ending the effect on itself on a success.<\/p>

3. Fear Ray<\/strong>. The targeted creature must succeed on a DC 16<\/p>

Wisdom saving throw or be frightened for 1 minute. The target<\/p>

can repeat the saving throw at the end of each of its turns,<\/p>

ending the effect on itself on a success.<\/p>

4. Slowing Ray<\/strong>. The targeted creature must succeed on a<\/p>

DC 16 Dexterity saving throw. On a failed save, the target's<\/p>

speed is halved for 1 minute . In addition, the creature can't<\/p>

take reactions, and it can take either an action or a bonus<\/p>

action on its turn, not bofh. The creature can repeat the saving<\/p>

throw at the end of each of its turns, ending the effect 0n itself<\/p>

on a success.<\/p>

5. Enervation Ray<\/strong>. The targeted creature mu st make a DC 16<\/p>

Constitution saving throw, taking 36 (8d8) necrotic damage on<\/p>

a failed save, or half as much damage on a successful one.<\/p>

6. Telekinetic Ray<\/strong>. If the target is a creature, it must succeed<\/p>

on a DC 16 Strength saving throw or the beholder moves<\/p>

it up to 30 feet in any direction. It is restrained by the ray's<\/p>

telekinetic grip until the start of the beholder's next turn or<\/p>

until th e beholder is incapacitated .<\/p>

If the target is an object weighing 300 pounds or less that<\/p>

isn't being worn or carried, it is moved up to 30 feet in any<\/p>

direction . The beholder can also exert fine control on objects<\/p>

with this ray, such as manipulating a simple tool or opening a<\/p>

door or a container.<\/p>

7. Sleep Ray<\/strong>. The targeted creature must succeed on a DC 16<\/p>

Wisdom saving throw or fall asleep and remain unconscious<\/p>

for 1 minute . The target awakens if it takes damage or another<\/p>

creature takes an action to wake it. This ray has no effect on<\/p>

constructs and undead.<\/p>

8. Petrification Ray<\/strong>. The targeted creature must make a DC<\/p>

16 Dexterity saving throw. On a failed save, the creature begins<\/p>

to turn to stone and is restrained. It mu st repeat the saving<\/p>

throw at the end of its next turn. On a success, the effect ends.<\/p>

On a failure , the creature is petrified until freed by the greater<\/p>

rest.oration spell or other magic.<\/p>

9. Disintegration Ray<\/strong>. If the target is a creature, it must<\/p>

succeed on a DC 16 Dexterity saving throw or take 45 (10d8)<\/p>

force damage. If this damage reduces the creature to 0 hit<\/p>

points, its body becomes a pile of fine gray dust.<\/p>

If the target is a Large or smaller non magical object or<\/p>

creation of magical force, it is disintegrated without a saving<\/p>

throw. If th e target is a Huge or larger object or creation of<\/p>

magical force, this ray disintegrates a 10-foot cube of it.<\/p>

10. Death Ray<\/strong>. The targeted creature must succeed on a DC<\/p>

16 Dexterity saving throw or take 55 (10d10) necrotic damage.<\/p>

The target dies if the ray reduces it to 0 hit points.<\/p>

LEGENDARY ACTIONS<\/strong><\/p>

The beholder can take 3 legendary actions, using the Eye Ray<\/p>

option below. It can take only one legendary action at a time<\/p>

and only at the end of another creature's turn . The beholder<\/p>

regains spent legendary actions at the start of its turn.<\/p>

Eye Ray<\/strong>. The beholder uses one random eye ray.<\/p>

 <\/p>

 <\/p>","family":"","ch":"1","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"1","alignment":"Lawful Evil","reference":"Usergen"},{"id":10153,"name":"Death Tyrant ","full_text":"

Death Tyrant<\/h2>

Large undead, lawful evil<\/p>

Armor Class<\/strong> 19 (natural armor)<\/p>

Hit Points<\/strong> 187 (25d10 +50)<\/p>

Speed<\/strong> 0 ft., fly 20ft. (hover)<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
10 (+0)<\/td>14 (+2)<\/td>14 (+2)<\/td>19 (+4)<\/td>15 (+2)<\/td>19 (+4)<\/td><\/tr><\/tbody><\/table>

Saving Throws<\/strong> Str +5, Con +7, lnt +9, Wis +7, Cha +9<\/p>

Skills<\/strong> Perception +12<\/p>

Damage Immunities<\/strong> poison<\/p>

Condition Immunities<\/strong> charmed, exhaustion, paralyzed,<\/p>

petrified, poisoned, prone<\/p>

Senses<\/strong> darkvision 120ft., passive Perception 22<\/p>

Languages<\/strong> Deep Speech, Undercommon<\/p>

Challenge<\/strong> 14 (11 ,500 XP)<\/p>

Negative Energy Cone<\/strong>. The death tyrant's central eye emits an<\/p>

invisible, magical150-foot cone of negative energy. At the start<\/p>

of each of its turns, the tyrant decides which way the cone faces<\/p>

and whether the cone is active.<\/p>

Any creature in that area can't regain hit points. Any<\/p>

humanoid that dies there becomes a zombie under the tyrant's<\/p>

command. The dead humanoid retains its place in the initiative<\/p>

order and animates at the start of its next turn, provided that<\/p>

its body hasn't been completely destroyed.<\/p>

ACTIONS<\/strong><\/p>

Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

Hit<\/strong>: 14 (4d6) piercing damage.<\/p>

Eye Rays<\/strong>. The death tyrant shoots three of the following<\/p>

magical eye rays at random (reroll duplicates), choosing one to<\/p>

three targets it can see within 120 feet of it:<\/p>

1. Charm Ray<\/strong>. The targeted creature must succeed on a DC<\/p>

17 Wisdom saving th row or be charmed by the tyrant for 1<\/p>

hour, or until the beholder harms the creature.<\/p>

2. Paralyzing Ray<\/strong>. The targeted creature must succeed on a<\/p>

DC 17 Constitution saving throw or be paralyzed for 1 minute.<\/p>

The target can repeat the saving throw at the end of each of its<\/p>

turns, ending the effect on itself on a success.<\/p>

3. Fear Ray<\/strong>. The targeted creature must succeed on a DC 17<\/p>

Wisdom saving throw or be frightened for 1 minute. The target<\/p>

can repeat the saving throw at the end of each of its turns,<\/p>

ending the effect on itself on a success.<\/p>

4. Slowing Ray<\/strong>. The targeted creature must succeed on a<\/p>

speed is halved for 1 minute. In addition, the creature can't<\/p>

take reactions, and it can take either an action or a bonus<\/p>

action on its turn, not both. The creature can repeat the saving<\/p>

throw at the end of each of its turns, ending the effect on itself<\/p>

on a success.<\/p>

5. Enervation Ray<\/strong>. The targeted creature must make a DC 17<\/p>

Constitution saving throw, taking 36 (8d8) necrotic damage on<\/p>

a failed save, or half as much damage on a successful one.<\/p>

6. Telekinetic Ray<\/strong>. If the target is a creature, it must succeed<\/p>

on a DC 17 Strength saving throw or the tyrant moves it up to<\/p>

30 feet in any direction. The target is restrained by the ray's<\/p>

telekinetic grip until the start of the tyrant's next turn or until<\/p>

the tyrant is incapacitated.<\/p>

If the target is an object weighing 300 pounds or less that<\/p>

isn't being worn or carried, it is moved up to 30 feet in any<\/p>

direction. The tyrant can also exert fine control on objects with<\/p>

this ray, such as manipulating a simple tool or opening a door<\/p>

or a container.<\/p>

7. Sleep Ray<\/strong>. The targeted creature must succeed on a DC 17<\/p>

Wisdom saving throw or fall asleep and remain unconscious<\/p>

for 1 minute. The target awakens if it takes damage or another<\/p>

creature takes an action to wake it. Th is ray has no effect on<\/p>

constructs and undead.<\/p>

8. Petrification Ray<\/strong>. The targeted creature must make a DC<\/p>

17 Dexterity saving throw. On a failed save, the creature begins<\/p>

to turn to stone and is restrained. It must repeat the saving<\/p>

throw at the end of its next turn. On a success, the effect ends.<\/p>

On a fa ilure, the creature is petrified until freed by the greater<\/p>

restoration spell or other magic.<\/p>

9. Disintegration Ray<\/strong>. If the target is a creature, it must<\/p>

succeed on a DC 17 Dexterity saving throw or take 45 (l0d8)<\/p>

force damage. If this damage reduces the creature to 0 hit<\/p>

points, its body becomes a pile of fine gray dust.<\/p>

If the target is a Large or smaller non magical object or<\/p>

creation of magical force, it is disintegrated without a saving<\/p>

throw. If the target is a Huge or larger object or creation of<\/p>

magical force, this ray disintegrates a 10·foot cube of it.<\/p>

10. Death Ray<\/strong>. The targeted creatu re must succeed on a DC<\/p>

17 Dexterity saving throw or take 55 (10d10) necrotic damage.<\/p>

The target dies if the ray reduces it to 0 hit points.<\/p>

LEGENDARY ACTIONS<\/strong><\/p>

The death tyrant can take 3 legendary actions, using the Eye<\/p>

Ray option below. It can take only one legendary action at a<\/p>

time and only at the end of another creature's turn. The tyrant<\/p>

regains spent legendary actions at the start of its turn.<\/p>

Eye Ray<\/strong>. The beholder uses one random eye ray.<\/p>","family":"","ch":"1","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"1","alignment":"Lawful Evil","reference":"Usergen"},{"id":10154,"name":"Spectator ","full_text":"

spectator<\/h2>

Medium aberration, lawful neutral<\/p>

Armor Class<\/strong> 14 (natural armor)<\/p>

Hit Points<\/strong> 39 (6d8 + 12)<\/p>

Speed<\/strong> 0 ft., fly 30ft. (hover)<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
8 (- 1)<\/td>14 (+2)<\/td>14 (+2)<\/td>13 (+1)<\/td>14 (+1)<\/td>11 (+0)<\/td><\/tr><\/tbody><\/table>

Skills<\/strong> Perception +6<\/p>

Condition Immunities<\/strong> prone<\/p>

Senses<\/strong> darkvision 120ft., passive Perception 16<\/p>

Languages<\/strong> Deep Speech, Undercommon, telepathy 120 ft.<\/p>

Challenge<\/strong> 3 (700 XP)<\/p>

Bite<\/strong>. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.<\/p>

Hit<\/strong>: 2 (1d6- 1) piercing damage.<\/p>

Eye Rays<\/strong>. The spectator shoots up to two of the following<\/p>

magical eye rays at one or two creatures it can see within 90<\/p>

feet of it. It can use each ray only once on a turn.<\/p>

1. Confusion Ray<\/strong>. The target must succeed on a DC 13<\/p>

Wisdom saving throw, or it can't take reactions until the end<\/p>

of its next turn. On its turn, the target can't move, and it uses<\/p>

determined creature within ran ge. If the target can't attack, it<\/p>

does nothing on its turn.<\/p>

2. Paralyzing Ray<\/strong>. The target must succeed on a DC 13<\/p>

Constitution saving throw or be paralyzed for 1 minute. The<\/p>

target can repeat the saving throw at the end of each of its<\/p>

turns, ending the effect on itself on a success.<\/p>

3. Fear Ray<\/strong>. The target must succeed on a DC 13 Wisdom<\/p>

saving throw or be frightened for 1 minute. The target can<\/p>

repeat the saving throw at the end of each of its turns, with<\/p>

disadvantage if the spectator is visible to the target, ending the<\/p>

effect on itself on a success.<\/p>

4. Wounding Ray<\/strong>. The target must make a DC 13 Constitution<\/p>

saving throw, taking 16 (3d10) necrotic damage on a failed<\/p>

save, or half as much damage on a successful one.<\/p>

Create Food and Water. The spectator magically creates<\/p>

enough food and water to sustain itself for 24 hours.<\/p>

REACTIONS<\/strong><\/p>

Spell Reflection<\/strong>. If the spectator makes a successful saving<\/p>

throw against a spell, or a spell attack misses it, the spectator<\/p>

can choose another creature (including the spellcaster) it can<\/p>

see within 30 feet of it. The spell targets the chosen creature<\/p>

instead of the spectator. If the spell forced a saving throw, the<\/p>

chosen creature makes its own save. If the spell was an attack,<\/p>

the attack roll is rerolled against the chosen creature.<\/p>

 <\/p>

A spectator<\/strong> is a lesser beholder that is summoned<\/p>

from another plane of existence by a magical ritual, the<\/p>

components of which include four beholder eyestalks<\/p>

that are consumed by the ritual's magic. Appropriately,<\/p>

a spectator has four eyes talks, two on each side of the<\/p>

wide eye at the center of its four-foot diameter body.<\/p>

 <\/p>

Magical Guardians<\/strong>. A summoned spectator guards<\/p>

a location or a treasure of its summoner's choice<\/p>

for 101 years, allowing no creature but its<\/p>

summoner to enter the area or access the item,<\/p>

unless the summoner instructed otherwise. If<\/p>

the item is stolen or destroyed before the years<\/p>

have all passed, a summoned spectator vanishes.<\/p>

It otherwise never abandons its post.<\/p>

 <\/p>

Glimmers of Madness<\/strong>. Though it can speak, a<\/p>

spectator communicates primarily by way of telepathy. It<\/p>

is civil while on guard, openly discussing its orders and<\/p>

its summoner. However, even a brief conversation with<\/p>

a spectator is enough to reveal quirks in its personality<\/p>

brought on by its years of isolation. It might invent<\/p>

imaginary enemies, refer to itself in the third person, or<\/p>

try to adopt the voice of its summoner.<\/p>

 <\/p>

Like any beholder<\/strong>, a spectator views itself as the<\/p>

epitome of its kind, and it has an intense hatred of other<\/p>

spectators. If two spectators encounter one another,<\/p>

they almost always fight to the death.<\/p>

 <\/p>

Freed from Service<\/strong>. When a spectator has fulfilled<\/p>

its service, it is free to do as it pleases. Many take<\/p>

up residence in the places they previously guarded,<\/p>

especially if their summoners have died. With the<\/p>

spectator's loss of purpose, the flickers of madness it<\/p>

dis~layed during its servitude flourish.<\/p>","family":"","ch":"1","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"1","alignment":"Lawful Neutral","reference":"Usergen"},{"id":10155,"name":"Twig Blight ","full_text":"

twig blight<\/h2>

Small plant, neutral evil<\/p>

Armor Class<\/strong> 13 (natural armor)<\/p>

Hit Points<\/strong> 4 (ld6 + 1)<\/p>

Speed<\/strong> 20ft.<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
6 (-2)<\/td>13 (+1)<\/td>12 (+1)<\/td>4 (-3)<\/td>8 (-1)<\/td>3 (- 4)<\/td><\/tr><\/tbody><\/table>

Skills<\/strong> Stealth +3<\/p>

Damage Vulnerabilities<\/strong> fire<\/p>

Condition Immunities<\/strong> blinded, deafened<\/p>

Senses<\/strong> blindsight 60ft. (blind beyond this radius),<\/p>

passive Perception 9<\/p>

Languages<\/strong> understands Common but can't speak<\/p>

Challenge<\/strong> 1f8 (25 XP)<\/p>

False Appearance<\/strong>. While the blight remains motionl ess, it is<\/p>

indistinguishable from a dead shrub.<\/p>

ACTIONS<\/strong><\/p>

Claws<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.<\/p>

Hit: 3 (1d4 + 1) piercing damage.<\/p>

 <\/p>

Twig blights<\/strong> can root in soil, which they do when living<\/p>

prey are scarce. While rooted, they resemble woody<\/p>

shrubs. When it pulls its roots free of the ground to<\/p>

move, a twig blight's branches twist together to form a<\/p>

humanoid-looking body with a head and limbs.<\/p>

 <\/p>

Twig blights seek<\/strong> out campsites and watering holes,<\/p>

rooting there to set up ambushes for potential victims<\/p>

coming to drink or rest. Huddled together in groups,<\/p>

twig blights blend in with an area's natural vegetation or<\/p>

with piles of debris or firewood.<\/p>

Given how dry they are, twig blights are particularly<\/p>

susceptible to fire.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Plant","challenge_rating":"0","alignment":"Neutral Evil","reference":"Usergen"},{"id":10156,"name":"Needle Blight ","full_text":"

Needle Blight<\/h2>

Medium plant, neutral evil<\/p>

Armor Class<\/strong> 12 (natural armor)<\/p>

Hit Points<\/strong> 11 (2d8 + 2)<\/p>

Speed<\/strong> 30 ft.<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
12 (+1)<\/td>12 (+1)<\/td>13 (+1)<\/td>4 (-3)<\/td>8 (-1)<\/td>3 (-4)<\/td><\/tr><\/tbody><\/table>

Condition Immunities<\/strong> blinded, deafened<\/p>

Senses<\/strong> blindsight 60ft. (blind beyond this radius),<\/p>

passive Perception 9<\/p>

Languages<\/strong> understands Common but can't speak<\/p>

Challenge<\/strong> 1\/4 (50 XP)<\/p>

ACTIONS<\/strong><\/p>

Claws<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.<\/p>

Hit: 6 (2d4 + 1) piercing damage.<\/p>

Needles<\/strong>. Ranged Weapon Attack: +3 to hit, range 30\/60 ft., one<\/p>

target. Hit: 8 (2d6 + 1) piercing damage.<\/p>

 <\/p>

In the shadows of a forest<\/strong>, needle blights might<\/p>

be taken at a distance for shuffling, hunched<\/p>

humanoids. Up close, these creatures reveal<\/p>

themselves as horrid plants whose conifer-like<\/p>

needles grow across their bodies in quivering<\/p>

clumps. A needle blight lashes out with these<\/p>

needles or launches them as an aerial assault that<\/p>

can punch through armor and flesh.<\/p>

 <\/p>

When needle blights detect a threat<\/strong>, they loose a<\/p>

pollen that the wind carries to other needle blights<\/p>

throughout the forest. Alerted to their foes' location,<\/p>

needle blights converge from all sides to drench their<\/p>

roots in blood.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Plant","challenge_rating":"0","alignment":"Neutral Evil","reference":"Usergen"},{"id":10157,"name":"Vine Blight ","full_text":"

vine blight<\/h2>

Medium plant, neutral evil<\/p>

Armor Class<\/strong> 12 (natural armor)<\/p>

Hit Points<\/strong> 26 (4d8 + 8)<\/p>

Speed<\/strong> 10ft.<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
15 (+2)<\/td>8 (-1)<\/td>14 (+2)<\/td>5 (-3)<\/td>10 (+0)<\/td>3 (-4)<\/td><\/tr><\/tbody><\/table>

Skills<\/strong> Stealth + 1<\/p>

Condition Immunities<\/strong> blinded, deafened<\/p>

Senses<\/strong> blindsight 60ft. (blind beyond this radius),<\/p>

passive Perception 10<\/p>

Languages<\/strong> Common<\/p>

Challenge<\/strong> 1\/2 (100 XP)<\/p>

False Appearance<\/strong>. While the blight remains motionless, it is<\/p>

indistingu is hable from a tangle of vines.<\/p>

ACTIONS<\/strong><\/p>

Constrict<\/strong>. Melee Weapon Attack: +4 to hit, reach 10ft., one<\/p>

target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or<\/p>

smaller target is grappled (esca pe DC 12). Until this grapple<\/p>

ends, the target is restrained, and the blight can't constrict<\/p>

another target.<\/p>

Entangling Plants<\/strong> (Recharge 5-6). Grasping roots and vines<\/p>

sprout in a 15-foot radius centered on the blight, withering<\/p>

away after 1 minute. For the duration, that area is difficult<\/p>

terrain for non plant creatures. In addition, each creature<\/p>

of the blight's choice in that area when th e plants appear<\/p>

mu st succeed on a DC 12 Strength saving throw or become<\/p>

restrained . A creature can use its action to make a DC 12<\/p>

Strength check, freeing itself or another entangl ed creature<\/p>

within reach on a success.<\/p>

 <\/p>

Appearing as masses of slithering creepers<\/strong>, vine blights<\/p>

hide in undergrowth and wait for prey to draw near. By<\/p>

animating the plants a round them, vine blights entangle<\/p>

and hinder their fo es before attacking.<\/p>

 <\/p>

Vine blights are the only blights capable of speech<\/strong>.<\/p>

Through its connection to the evil spirit of the Gulthias<\/p>

tree it serves, a vine blight speaks in a fractured version<\/p>

of its dead master's voice, taunting victims or bargaining<\/p>

with powerful foes.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Plant","challenge_rating":"0","alignment":"Neutral Evil","reference":"Usergen"},{"id":10158,"name":"Bugbear Chief ","full_text":"

Bugbear Chief<\/h2>

Medium humanoid (goblinoid), chaotic evil<\/p>

Armor Class<\/strong> 17 (chain shirt, shield)<\/p>

Hit Points<\/strong> 65 (10d8 + 20)<\/p>

Speed<\/strong> 30ft.<\/p>
STR<\/td>DEX<\/td>CON<\/td>INT<\/td>WIS<\/td>CHA<\/td><\/tr>
17 (+3)<\/td>14 (+2)<\/td>14 (+2)<\/td>11 (+0)<\/td>12 (+1)<\/td>11 (+0)<\/td><\/tr><\/tbody><\/table>

Skills<\/strong> Intimidation +2, Stealth +6, Survival +3<\/p>

Senses<\/strong> darkvision 60ft., passive Perception ll<\/p>

Languages<\/strong> Common, Goblin<\/p>

Challenge<\/strong> 3 (700 XP)<\/p>

Brute<\/strong>. A melee weapon deals one extra die of its damage when the<\/p>

bugbear hits with it (included in the attack).<\/p>

Heart ofHruggek. The bugbear has advantage on saving<\/p>

throws against being charmed, frightened , paralyzed,<\/p>

poisoned, stunned, or put to sleep.<\/p>

Surprise Attack<\/strong>. If the bugbear surprises a creature and hits it<\/p>

with an attack during the first round of combat, the target takes<\/p>

an extra 7 (2d6) damage from the attack.<\/p>

ACTIONS<\/p>

Multiattack<\/strong>. The bugbear makes two melee attacks.<\/p>

Morningstar<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p>

target. Hit: 12 (2d8 + 3) piercing damage.<\/p>

javelin<\/strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or<\/p>

range 30\/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage<\/p>

in melee or 6 (1d6 + 3) piercing damage at range.<\/p>

 <\/p>

Bugbears are born for battle and mayhem<\/strong>. Surviving<\/p>

by raiding and hunting, they bully the weak and despise<\/p>

being bossed around, but their love of carnage means<\/p>

they will fight for powerful masters if bloodshed and<\/p>

treasure a re assured.<\/p>

 <\/p>

Goblinoids<\/strong>. Bugbears are often found in the company<\/p>

of their cousins, hobgoblins and goblins. Bugbears<\/p>

us ually enslave goblins they encounter, and they bully<\/p>

hobgoblins into giving them gold and food in return<\/p>

for serving as scouts and shock troops. Even when<\/p>

paid, bugbea rs are at best unreliable a lies, yet goblins<\/p>

and hobgoblins understand that no matter how much<\/p>

bugbears might dra in a tribe of resources, these<\/p>

creatures a re a potent force.<\/p>

 <\/p>

Followers of Hruggek<\/strong>. Bugbears worship Hruggek,<\/p>

a lesser god who dwells on the plane of Acheron. In the<\/p>

absence of their goblinoid kin, bugbears form loose war<\/p>

bands, each one led by its fiercest member. Bugbears<\/p>

believe that when they die, their spirits have a chance<\/p>

to fight at Hruggek's side. They try to prove themselves<\/p>

worthy by defeating as many foes as possible.<\/p>

 <\/p>

Venal Ambushers<\/strong>. Despite their intimidating builds,<\/p>

bugbears move with surprising stealth. They are fond of<\/p>

setting ambushes and flee when outmatched. They are<\/p>

dependable mercenaries as long as they are supplied<\/p>

food, drink, and treasure, but a bugbear forgets any<\/p>

bond when its life is on the line. A wounded member of<\/p>

a bugbear band might be left behind to help the rest of<\/p>

the band escape. Afterward, that bugbear might help<\/p>

pursuers track down its former companions if doing so<\/p>

saves its life.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10159,"name":"Bullywug","full_text":"

Bullywug<\/h2>

Medium humanoid (bullywug), neutral evil<\/p>

Armor Class<\/strong> 15 (hide armor, shield)<\/p>

Hit Points<\/strong> 11 (2d8 + 2)<\/p>

Speed<\/strong> 20ft., swim 40ft.<\/p>
STR<\/td>DEX<\/td>CON<\/td>INT<\/td>WIS<\/td>CHA<\/td><\/tr>
12 (+1)<\/td>12 (+1)<\/td>13 (+1)<\/td>7 (-2)<\/td>10 (+0)<\/td>7 (- 2)<\/td><\/tr><\/tbody><\/table>

Skills<\/strong> Stealth +3<\/p>

Senses<\/strong> passive Perception 10<\/p>

Languages<\/strong> Bullywug<\/p>

Challenge<\/strong> 1\/4 (50 XP)<\/p>

Amphibious<\/strong>. The bullywug can breathe air and water.<\/p>

Speak with Frogs and Toads. The bullywug can communicate<\/p>

simple concepts to frogs and toads when it speaks in Bu llywug.<\/p>

Swamp Camouflage. The bullywug has advantage on Dexterity<\/p>

(Stealth) checks made to hide in swampy terrain.<\/p>

Standing Leap. The bullywug's long jump is up to 20 feet and<\/p>

its high jump is up to 10 feet, with or without a running start.<\/p>

ACTIONS<\/strong><\/p>

Multiattack<\/strong>. The bullywug makes two melee attacks: one with<\/p>

its bite and one with its spear.<\/p>

Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p>

Hit: 3 (1d4 + 1) bludgeoning damage.<\/p>

Spear<\/strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or<\/p>

range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or<\/p>

5 (1d8 + 1) piercing damage if used with two hands to make a<\/p>

melee attack.<\/p>

 <\/p>

Life as a bullywug<\/strong> is nasty, brutish, and wet. These frog-
headed amphibious humanoids must stay constantly<\/p>

moist, dwelling in rainy forests, marshes, and damp<\/p>

caves. Always hungry and thoroughly evil, bullywugs<\/p>

overwhelm opponents with superior numbers when<\/p>

they can, but they flee from serious threats to search for<\/p>

easier prey.<\/p>

 <\/p>

Bullywugs<\/strong> have green, gray, or mottled yellow skin<\/p>

that shifts through shades of gray, green, and brown,<\/p>

allowing them to blend in with their surroundings. They<\/p>

wear crude armor and wield simple weapons, and can<\/p>

deliver a powerful bite to foes that press too close.<\/p>

Foul Aristocracy. Bullywugs consider themselves<\/p>

the right and proper rulers of the swamps. They follow<\/p>

an etiquette of sorts when dealing with outsiders and<\/p>

each other, subject to the whims and fancies of their<\/p>

leader- a self-styled lord of the muck. Bullywugs introduce<\/p>

themselves with grand-sounding titles, make great shows<\/p>

of bowing and debasing themselves before their superiors,<\/p>

and endlessly vie to win their superiors' favor.<\/p>

 <\/p>

A bullywug has two ways to advance<\/strong> among its kind.<\/p>

It can either murder its rivals, though it must take<\/p>

pains to keep its criminal deeds secret, or it can find<\/p>

a treasure or magic item and present it as tribute or a<\/p>

token of obeisance to its liege. A bullywug that murders<\/p>

its rivals without cunning is likely to be executed, so<\/p>

it's more common for bullywugs to stage raids against<\/p>

caravans and settlements, with the goal of securing<\/p>

precious baubles to impress their lords and win their<\/p>

good graces. Invariably, such fine goods.are reduced<\/p>

to filthy tatters throug.h abuse and neglect. Once a gift<\/p>

loses its sheen, a bullywug lord invariably demands that<\/p>

its subjects bring it more treasure as tribute.<\/p>

 <\/p>

Unruly Diplomacy<\/strong>. Bullywugs love nothing more than<\/p>

lording over those who trespass on their territories.<\/p>

Their warriors attempt to capture intruders rather than<\/p>

simply slaying them.<\/p>

 <\/p>

Captives<\/strong> are dragged before the king or queen-a<\/p>

bullywug of unusually large size- and forced to beg<\/p>

for mercy. Bribes, treasure, and flattery can trick the<\/p>

bullywug ruler into letting its captives go, but not before<\/p>

it tries to impress its \"guests\" with the majesty of its<\/p>

treasure and its realm. Struck with a deep inferiority<\/p>

complex, bullywug lords fancy themselves as kings<\/p>

and queens, but desperately crave the fear and respect<\/p>

of outsiders.<\/p>

 <\/p>

Amphibian Allies<\/strong>. Bullywugs speak a language<\/p>

that allows them to communicate over large areas by<\/p>

croaking like frogs. News of intruders or other events<\/p>

in the swamp spread within minutes across this crude<\/p>

communication system.<\/p>

 <\/p>

Simple concepts in the language<\/strong> are understandable<\/p>

to frogs and toads. Bullywugs use this capability to<\/p>

form strong bonds with giant frogs, which they train<\/p>

as guardians and hunters. Larger specimens are<\/p>

sometimes used as mounts as well. The frogs' ability<\/p>

to swallow creatures whole provides a bullywug<\/p>

hunting band an easy means of carrying prey back to<\/p>

their villages.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10160,"name":"Cambion","full_text":"

Cambion<\/h2>

Medium feind, any evil alignment <\/p>

Armor Class<\/strong> 19 (scale mail)<\/p>

Hit Points<\/strong> 82 (lld8 + 33)<\/p>

Speed<\/strong> 30ft., fly 60ft.<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
18 (+4)<\/td>18 (+4)<\/td>16 (+3)<\/td>14 (+2)<\/td>12 (+1)<\/td>16 (+3)<\/td><\/tr><\/tbody><\/table>

Saving Throws<\/strong> Str +7, Con +6, lnt +5 , Cha +6<\/p>

Skills<\/strong> Deception +6, Intimidation +6, Perception +4, Stealth +7<\/p>

Damage Resistances<\/strong> cold, fire, lightning, poison; bludgeoning,<\/p>

piercing, and slashing from non magical weapons<\/p>

Senses<\/strong> darkvision 60ft., passive Perception 14<\/p>

Languages<\/strong> Abyssal, Common, Infernal<\/p>

Challenge<\/strong> 5 (1 ,800 XP)<\/p>

Fiendish Blessing<\/strong>. The AC of the cambion includes its<\/p>

Charisma bonus.<\/p>

Innate Spellcasting<\/strong>. The cambion's spellcasting ability is<\/p>

Charisma (spell save DC 14). The cambion can innately cast the<\/p>

following spells, requiring no material components:<\/p>

3\/day each<\/strong>: alter self, command, detect magic<\/p>

1\/day<\/strong>: plane shift (self only)<\/p>

ACTIONS<\/strong><\/p>

Multiattack<\/strong>. The cambion makes two melee attacks or uses its<\/p>

Fire Ray twice.<\/p>

Spear<\/strong>. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or<\/p>

range 20\/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or<\/p>

8 (1 d8 + 4) piercing damage if used with two hands to make a<\/p>

melee attack, plus 3 (1 d6) fire damage.<\/p>

Fire Ray<\/strong>. Ranged Spell Attack: +7 to hit, range 120ft., one<\/p>

target. Hit: 10 (3d6) fire damage.<\/p>

Fiendish Charm<\/strong>. One humanoid the cambion can see within<\/p>

30 feet of it must succeed on a DC 14 Wisdom saving throw or<\/p>

be magically charmed for 1 day. The charmed target obeys the<\/p>

cambion's spoken commands. If the target suffers any harm<\/p>

from the cambion or another creature or receives a suicidal<\/p>

command from the cambion, the target can repeat the saving<\/p>

throw, ending the effect on itself on a success. If a target's<\/p>

saving throw is successful, or if the effect ends for it, the<\/p>

creature is immune to the cambion's Fiendish Charm for the<\/p>

next 24 hours.<\/p>

 <\/p>

A cambion is the offspring<\/strong> of a fiend (usually a succubus<\/p>

or incubus) and a humanoid (usually a human).<\/p>

Cambions inherit aspects of both parents, but their<\/p>

horns, leathery wings, and sinewy tails are hallmarks of<\/p>

their otherworldly parentage.<\/p>

 <\/p>

Born to Be Bad<\/strong>. Cambions grow into ruthless adults<\/p>

whose wickedness and perversion horrifies even the<\/p>

most devoted mortal parent. Even as a youth, a cambion<\/p>

identifies its rightful place as an overlord of mortals. It<\/p>

might orchestrate uprisings in towns and cities, gathering<\/p>

gangs of humanoids and lesser devils to serve it.<\/p>

 <\/p>

Pawns of the Mighty<\/strong>. A cambion forced to serve its<\/p>

fiendish parent does so out of admiration and dread, but<\/p>

also with the expectation that it will one day rise to a<\/p>

place of prominence. Cambions raised in the Nine Hells<\/p>

serve as soldiers, envoys, and personal attendants to<\/p>

greater devils. In the Abyss, a cambion carries only as<\/p>

much authority as it can muster through sheer strength<\/p>

and force of will.<\/p>

 <\/p>

Spawn ofGraz'zt<\/strong>. The demon lord Graz'zt is fond of<\/p>

procreating with humanoids who have made pacts with<\/p>

fiends, and he has sired many cambions who help him<\/p>

sow chaos across the multiverse. These cambions are<\/p>

characterized by charcoal-black skin, cloven hooves, six-
fingered hands, and unearthly beauty.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10161,"name":"Carrion Crawler ","full_text":"

Carrion Crawler<\/h2>

Large monstosity, unaligned <\/p>

Armor Class<\/strong> 13 {natural armor)<\/p>

Hit Points <\/strong>51 (6d10 + 18)<\/p>

Speed<\/strong> 30ft., climb 30ft.<\/p>
STR<\/td>DEX<\/td>CON<\/td>INT<\/td>WIS<\/td>CHA<\/td><\/tr>
14 (+2)<\/td>13 (+1)<\/td>16 (+3)<\/td>1 (- 5)<\/td>12 (+1)<\/td>5 (- 3)<\/td><\/tr><\/tbody><\/table>

Skills<\/strong> Perception +3<\/p>

Senses<\/strong> darkvision 60ft., passive Perception 13<\/p>

Languages<\/strong> - <\/p>

Challenge<\/strong> 2 (450 XP)<\/p>

Keen Smell<\/strong>. The carrion crawler has advantage on Wisdom<\/p>

(Perception) checks that rely on smell.<\/p>

Spider Climb. The carrion crawle r can climb difficult surfaces,<\/p>

including upside down on ceilings, without needing to make an<\/p>

ability check.<\/p>

ACTIONS<\/strong><\/p>

Multiattack<\/strong>. The carrion crawler makes two attacks: one with<\/p>

its tentacles and one with its bite.<\/p>

Tentacles<\/strong>. Melee Weapon Attack: +8 to hit, reach 10ft., one<\/p>

creature. Hit: 4 (1 d4 + 2) poison damage, and the target must<\/p>

succeed on a DC 13 Constitution saving throw or be poisoned<\/p>

for 1 minute. Until this poison ends, the ta rget is paralyzed.<\/p>

The target can repeat the saving throw at the end of each of its<\/p>

turns, ending the poison on itself on a success.<\/p>

Bite<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p>

Hit: 7 (2d4 + 2) pierci ng damage.<\/p>

 <\/p>

Carrion crawlers scour putrid flesh<\/strong> from carcasses and<\/p>

gobble the slimy bQnes that remain. They aggressively<\/p>

attack any creature that trespasses on their territory or<\/p>

disturbs their feasting.<\/p>

 <\/p>

Carrion Eaters<\/strong>. A carrion crawler follows the<\/p>

scent of death to its food, but it prefers not to compete<\/p>

with other scavengers. These foul creatures thus<\/p>

hunker down in territories where death is plentiful<\/p>

and other carrion eaters have limited mobility. Caves,<\/p>

sewers, dungeons, and forested marshes are their<\/p>

favored lairs, but carrion crawlers are also drawn to<\/p>

battlefields and cemeteries.<\/p>

 <\/p>

A carrion crawler roams on the hunt<\/strong>, its tentacles<\/p>

probing the a ir for the scent of blood or decay. In tunnels<\/p>

or ruins, carrion crawlers scurry across the ceiling as<\/p>

they move toward food. In this way, they avoid contact<\/p>

with oozes, otyughs, and other dangerous inhabitants<\/p>

of the darkness, even as they surprise potential meals<\/p>

that don't think to look up.<\/p>

 <\/p>

Patient Predators<\/strong>. Whether in subterranean<\/p>

darkness or while hunting at night, light signals a<\/p>

potential meal. A carrion crawler might follow a light<\/p>

source from a distance for hours, hoping to pick up the<\/p>

scent of blood. Despite their great size, carrion crawlers<\/p>

can also easily set up ambushes by waiting around blind<\/p>

corners for prey to come to them.<\/p>

 <\/p>

When facing potential prey or intruders<\/strong>, a carrion<\/p>

crawler lets its poison do the work. Once a victim goes<\/p>

rigiq wit~ paralysis, the carrion crawler wraps it with<\/p>

its tentacles and drags it away to a high ledge or isolated<\/p>

passageway, where it can be killed safely. The monster<\/p>

then resumes patrolling its territory while waiting for its<\/p>

meal to rip <\/p>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Vermin","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10162,"name":"Crawling Claw","full_text":"

Crawling Claw<\/h2>

Tiny undead, neutral evil<\/p>

Armor Class<\/strong> 12<\/p>

Hit Points<\/strong> 2 (ld4)<\/p>

Speed <\/strong>20 ft., climb 20ft.<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
13 (+1)<\/td>14 (+2)<\/td>11 (+0)<\/td>5 (- 3)<\/td>10 (+0)<\/td>4 (- 3)<\/td><\/tr><\/tbody><\/table>

Damage Immunities<\/strong> poison<\/p>

Condition Immunities<\/strong> charmed , exhaustion, poisoned<\/p>

Senses<\/strong> blind sight 30 ft. (blind beyond this radiu s),<\/p>

passive Perception 10<\/p>

Languages<\/strong> understands Common but can't speak<\/p>

Challenge<\/strong> 0 (10 XP)<\/p>

Turn<\/strong> Immunity<\/strong>. The claw is immune to effects that<\/p>

turn undead.<\/p>

ACTIONS<\/strong><\/p>

Claw<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one<\/p>

target. Hit: 3 (1d4 + 1) bludgeoning or slash ing damage<\/p>

(claw's choice).<\/p>

 <\/p>

Crawling claws<\/strong> are the severed hands of murderers<\/p>

animated by dark magic so that they can go on killing.<\/p>

Wizards and warlocks of a dark bent use crawling claws<\/p>

as extra hands in their labors.<\/p>

 <\/p>

Magical Origins<\/strong>. Through dark necromantic rituals,<\/p>

the life force of a murderer is bound to its severed hand,<\/p>

haunting and animating it. If a dead murderer's spirit<\/p>

a lready manifests as another undead creature, if the<\/p>

murderer is raised from death, or if the spirit has long<\/p>

passed on to another plane, the ritual fails.<\/p>

The ritual invoked to create a crawling claw works<\/p>

best with a hand recently severed from a murderer. To<\/p>

this end, ritualists and their servants frequent public<\/p>

executions to gain possession of suitable hands, or<\/p>

make bargains with assassins and torturers.<\/p>

Creator's Control. A crawling claw can't be turned,<\/p>

nor can it be controlled by spells that control undead.<\/p>

These foul monsters are entirely bound to the will of<\/p>

their creator, which can concentrate on a claw in sight<\/p>

to mentally command its every action. If the crawling<\/p>

claw's creator doesn't command it, the claw follows its<\/p>

last command to the best of its ability.<\/p>

 <\/p>

Commands given to a crawling claw<\/strong> must be simple. A<\/p>

claw can't be tasked with finding and killing a particular<\/p>

person, because its limited senses and intelligence<\/p>

prevent it from tracking and picking out specific<\/p>

individuals. However, a command to kill all creatures<\/p>

in a particular locale works. A crawling claw can easily<\/p>

feel out the contours of keys and doorknobs, crawling<\/p>

from room to room on a blind killing spree.<\/p>

 <\/p>

Malign InteiHgence<\/strong>. A crawling claw possesses little<\/p>

of the intellect and memories of the individual of which<\/p>

it was once a living part. The hate, jealousy, or greed<\/p>

that drove that person to murder lingers on, however,<\/p>

amplified by the claw's torturous fragmented state.<\/p>

Left to its own devices, a crawling claw imitates and<\/p>

recreates the same murderous acts it committed in life.<\/p>

 <\/p>

Living Claws<\/strong>. If a crawling claw is animated from<\/p>

the severed hand of a still-living murderer, the ritual<\/p>

binds the claw to the murderer's soul. The disembodied<\/p>

hand can then return to its former limb, its undead flesh<\/p>

knitting to the living arm from which it was severed.<\/p>

Made whole again, the murderer acts as though<\/p>

the hand had never been severed and the ritual had<\/p>

never taken place. When the crawling claw separates<\/p>

again, the living body falls into a coma. Destroying the<\/p>

crawling claw while it is away from the body kills the<\/p>

murderer. However, killing the murderer has no effect<\/p>

on the crawling claw.<\/p>

 <\/p>

Undead Nature<\/strong>. A crawling claw doesn't require air,<\/p>

food, drink, or sleep.<\/p><\/div>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"0","alignment":"Neutral Evil","reference":"Usergen"},{"id":10163,"name":"Cyclops ","full_text":"

Cyclops<\/h2>

Huge giant, chaotic neutral<\/p>

Armor Class<\/strong> 14 (natural armor)<\/p>

Hit Points<\/strong> 138 (12d12 + 60)<\/p>

Speed<\/strong> 30ft.<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
22 (+6)<\/td>11 (+0)<\/td>20 (+5)<\/td>8 (- 1)<\/td>6 (- 2)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

Senses<\/strong> passive Perception 8<\/p>

Languages<\/strong> Giant<\/p>

Challenge<\/strong> 6 (2 ,300 XP)<\/p>

Poor Depth Perception<\/strong>. The cyclops has disadvantage on any<\/p>

attack roll against a target more than 30 feet away.<\/p>

ACTIONS<\/strong><\/p>

Multiattack<\/strong>. The cyclops makes two greatclub attacks.<\/p>

Greatclub<\/strong>. Melee Weapon Attack: +9 to hit, reach 10ft., one<\/p>

target. Hit: 19 (3d8 + 6) bludgeoning damage .<\/p>

Rock<\/strong>. Ranged Weapon Attack: +9 to hit, range 30\/120 ft. , one<\/p>

target. Hit: 28 (4d10 + 6) bludgeoning damage.<\/p>

 <\/p>

Cyclopes<\/strong> are one-eyed giants that eke out a meager<\/p>

existence in wild lands. Isolationists by nature, they<\/p>

avoid contact with other races and try to drive away<\/p>

strangers in their territory.<\/p>

 <\/p>

Nonreligious<\/strong>. Legends claim that the cyclopes are<\/p>

the spawn of one of the gods of the giants, but these<\/p>

creatures pay little heed to any deities. They see little<\/p>

benefit in prayer and dislike ritual, which they perceive<\/p>

as complex and foreign. However, a cyclops that gains<\/p>

direct benefit from some site of divine power, or which is<\/p>

threatened by a supernatural force or creature, will pay<\/p>

homage as long as the benefit or threat remains.<\/p>

 <\/p>

Unsophisticated<\/strong>. Though they are reasonably<\/p>

intelligent, cyclopes live simple, reclusive lives, keeping<\/p>

herds of animals for food. They prefer to dwell alone<\/p>

or in small family groups, )airing in caves, ruins, or<\/p>

rough structures of dry stone construction they build<\/p>

themselves. A cyclops keeps its herd animals with it at<\/p>

night, sealing the entrance to its home with boulders to<\/p>

let it serve double duty as a barn.<\/p>

 <\/p>

A cyclops lairs<\/strong> within a day's journey of other<\/p>

cyclopes, so that they can meet to trade goods or seek<\/p>

mates. They craft weapons and tools of wood and stone,<\/p>

but will use metal when they can find it. Although<\/p>

cyclopes understand the Giant tongue, they write<\/p>

nothing and speak little, using grunts and gestures for<\/p>

their interactions with each other.<\/p>

 <\/p>

Cyclopes don't use money<\/strong> for trade, but they value<\/p>

gold, shells, and other glittering and colorful objects as<\/p>

jewelry. A cyclops might wear a necklace strung with<\/p>

feathers and silver coins, but also with pewter goblets,<\/p>

cutlery, and other bits of ruined metal.<\/p>

 <\/p>

Unwise<\/strong>. Cyclopes aren't great thinkers or strategists.<\/p>

Slow to learn and bound to their traditional ways, they<\/p>

find innovation difficult. Although they are a terrifying<\/p>

threat in combat due to their size and strength, they can<\/p>

often be tricked by clever foes.<\/p>

 <\/p>

Cyclopes can be cowed<\/strong> and awed by obvious displays<\/p>

of magic. Rustics with little exposure to magic, they can<\/p>

be deceived into mistaking a warlock, cleric, or other<\/p>

caster for a powerful divine figure. However, their sense<\/p>

of pride causes them to react with vengeful, bloodthirsty<\/p>

violence once they learn that the individual they<\/p>

assumed was a \"god\" is a mere mortal.<\/p><\/div>","family":"","ch":"0","size":"Huge","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Giant","challenge_rating":"","alignment":"Chaotic Neutral","reference":"Usergen"},{"id":10164,"name":"Death Knight ","full_text":"

Death Knight<\/h2>

Medium undead, chaotic evil<\/p>

Armor Class<\/strong> 20 (plate, shield)<\/p>

Hit Points<\/strong> 180 (19d8 + 95)<\/p>

Speed<\/strong> 30ft.<\/p>
STR<\/td>DEX<\/td>CON<\/td>INT<\/td>WIS<\/td>CHA<\/td><\/tr>
20 (+5)<\/td>11 (+0)<\/td>20 (+5)<\/td>12 (+1)<\/td>16 (+3)<\/td>18 (+4)<\/td><\/tr><\/tbody><\/table>

 <\/p>

Saving Throws<\/strong> Dex +6, Wis +9, Cha +10<\/p>

Damage Immunities<\/strong> necrotic, poison<\/p>

Condition Immunities<\/strong> exhaustion , frightened , poisoned<\/p>

Senses<\/strong> darkvision 120ft. , passive Perception 13<\/p>

Languages<\/strong> Abyssal, Common<\/p>

Challenge<\/strong> 17 (18,000 XP)<\/p>

Magic Resistance<\/strong>. The death knight has advantage on saving<\/p>

throws against spells and other magica l effects.<\/p>

Marshal Undead<\/strong>. Unless the death knight is in capacitated,<\/p>

it and undead creatures of its choice within 60 feet of it have<\/p>

advantage on saving throws against features th at turn undead.<\/p>

Spellcasting<\/strong>. The death knight is a 19th-level spell caster. Its<\/p>

spellcasting ability is Charisma (spell save DC 18, +10 to hit<\/p>

with spell attacks). It has the followin g paladin spells prepared:<\/p>

1st level<\/strong> (4 slots): command, compelled duel, searing smite<\/p>

2nd level<\/strong> (3 slots): hold per-son, magic weapon<\/p>

3rd level<\/strong> (3 slots): dispel magic, elemental weapon<\/p>

4th level<\/strong> (3 slots): banishment, staggering smite<\/p>

5th level<\/strong> (2 slots): destructive wave (necrotic)<\/p>

ACTIONS<\/strong><\/p>

Multiattack<\/strong>. The death knight makes three longsword attacks.<\/p>

Longsword<\/strong>. Melee Weapon Attack: +11 to hit, reach 5 ft. ,<\/p>

one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 +<\/p>

5) slashing damage if used with two hands, plus 18 (4d8)<\/p>

necrotic damage.<\/p>

Hellfire Orb (1\/Day)<\/strong>. The death knight hurls a magical ball<\/p>

of fire that explodes at a point it can see within 120 feet of it.<\/p>

Each creature in a 20-foot·radius sphere centered on that point<\/p>

must make a DC 18 Dexterity saving throw. The sphere spreads<\/p>

around corners. A creature takes 35 (10d6) fire damage and<\/p>

35 (10d6) necrotic damage on a failed save, or half as much<\/p>

damage on a successful one.<\/p>

REACTIONS<\/strong><\/p>

Parry<\/strong>. The death knight add s 6 to its AC against one melee<\/p>

attack that would hit it. To do so, the death knight must see the<\/p>

attacker and be wield ing a melee weapon.<\/p>

 <\/p>

When<\/strong> a paladin that falls from grace dies without<\/p>

seeking atonement, dark powers can transform the<\/p>

once-mortal knight into a hateful undead creature. A<\/p>

death knight is a skeletal warrior clad in fearsome plate<\/p>

armor. Beneath its helmet, one can see the knight's<\/p>

skull with malevolent pinpoints of light burning in its<\/p>

eye sockets.<\/p>

 <\/p>

Eldritch Power<\/strong>. The death knight retains the ability<\/p>

to cast divine spells. However, no death knight can<\/p>

use its magic to heal. A death knight also attracts and<\/p>

commands lesser undead, although death knights that<\/p>

serve powerful fiends might have fiendish followers<\/p>

instead. Death knights often use warhorse skeletons<\/p>

and nightmares as mounts.<\/p>

 <\/p>

Immortal Until Redeemed<\/strong>. A death knight can arise<\/p>

anew even after it has been destroyed. Only when it<\/p>

atones for a life of wickedness or finds redemption can it<\/p>

finally escape its undead purgatory and truly perish.<\/p>

 <\/p>

\"Lord Soth began his fall from grace with an act of heroism,<\/em><\/p>

saving an elf named Isolde from an ogre. Soth and Isolde<\/em><\/p>

fell in love, but Soth was already married. He had a servant<\/em><\/p>

dispose of his wife and was charged with murder, but fled<\/em><\/p>

with Isolde. When his castle fell under siege, he prayed for<\/em><\/p>

guidance and was told that he must atone for his misdeeds<\/em><\/p>

by completing a quest, but growing fears about Isolde's<\/em><\/p>

fidelity caused him to abandon his quest. Because his<\/em><\/p>

mission was not accomplished, a great cataclysm swept<\/em><\/p>

the land. When Isolde gave birth to a son, Soth refused to<\/em><\/p>

believe that the child was his and slew them both. All were<\/em><\/p>

incinerated in a fire that swept through the castle, yet Soth<\/em><\/p>

would find no rest in death, becoming a death knight.\"<\/em><\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"0","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10165,"name":"Demilich","full_text":"

Demilich<\/h2>

Tiny undead, neutral evil<\/p>

Armor Class<\/strong> 20 (natural armor)<\/p>

Hit Points<\/strong> 80 (20d4)<\/p>

Speed<\/strong> 0 ft., fly 30 ft. (hover)<\/p>
STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
1 (- 5)<\/td>20 (+5)<\/td>10 (+0)<\/td>20 (+5)<\/td>17 (+3)<\/td>20 (+5)<\/td><\/tr><\/tbody><\/table>

Saving Throws<\/strong> Con +6, I nt + 11, Wis +9, Cha + 11<\/p>

Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p>

magic weapons<\/p>

Damage Immunities<\/strong> necrotic, poison, psychic, bludgeoning,<\/p>

piercing, and slashing from non magical weapons<\/p>

Condition Immunities<\/strong> charmed, deafened, exhaustion,<\/p>

frightened, paralyzed, petrified, poisoned, prone, stunned<\/p>

Senses truesight 120 ft., passive Perception 13<\/p>

Languages<\/strong> -<\/p>

Challenge<\/strong> 18 (20,000 XP)<\/p>

Avoidance<\/strong>. If the demilich is subjected to an effect that allows<\/p>

it to make a saving throw to take only half damage, it instead<\/p>

takes no damage if it succeeds on the saving throw, and only<\/p>

half damage if it fails.<\/p>

Legendary Resistance<\/strong> (3\/Day). If the demilich fails a saving<\/p>

throw, it can choose to succeed instead.<\/p>

Turn Immunity<\/strong>. The demilich is immune to effects that<\/p>

turn undead.<\/p>

ACTIONS<\/strong><\/p>

Howl<\/strong> (Recharge 5-6). The demilich emits a bloodcurdling<\/p>

howl. Each creature within 30 feet of the demilich that can hear<\/p>

the howl must succeed on a DC 15 Constitution saving throw<\/p>

or drop to 0 hit points. On a successful save, the creature is<\/p>

frightened until the end of its next turn.<\/p>

Life Drain<\/strong>. The demilich targets up to three creatures that it<\/p>

can see within 10 feet of it. Each target must succeed on a DC<\/p>

19 Constitution saving throw or take 21 (6d6) necrotic damage,<\/p>

and the demilich regains hit points equal to the total damage<\/p>

dealt to all targets.<\/p>

LEGENDARY ACTIONS<\/strong><\/p>

The demilich can take 3 legendary actions<\/strong>, choosing from the<\/p>

options below. Only one legendary action option can be used<\/p>

at a time and only at the end of another creature's turn . The<\/p>

demilich regains spent legendary actions at the start of its turn .<\/p>

Flight<\/strong>. The demilich flies up to half its flying speed.<\/p>

Cloud of Dust<\/strong>. The demilich magically swirls its dusty remains.<\/p>

Each creature within 10 feet of the demilich, incl uding arou nd<\/p>

a corner, must succeed on a DC 15 Constitution saving throw<\/p>

or be blinded until the end of the demilich's next turn. A<\/p>

creature that succeeds on the saving throw is immune to this<\/p>

effect until the end of the demilich's next turn.<\/p>

Energy Drain<\/strong> (Costs 2 Actions). Each creature with in 30 feet<\/p>

of the demilich must make a DC 15 Constitution saving<\/p>

throw. On a failed save, the creature's hit point maximum<\/p>

is magically reduced by 10 (3d6). If a creature's hit point<\/p>

maximum is reduced to 0 by this effect, the creature dies.<\/p>

A creature's hit point maximum can be restored with the<\/p>

greater restoration spell or similar magic.<\/p>

Vile Curse<\/strong> (Costs 3 Actions). The demilich targets one creature<\/p>

it can see within 30 feet of it. The target must succeed on a<\/p>

DC 15 Wisdom saving throw or be magically cursed. Until the<\/p>

curse ends, the target has disadvantage on attack rolls and<\/p>

saving throws. The target can repeat the saving throw at the<\/p>

end of each of its turns, ending the curse on a success.<\/p>

 <\/p>

The immortality<\/strong> granted to a lich lasts only as long as<\/p>

it feeds mortal souls to its phylactery. If it falters or fails<\/p>

in that task, its bones turn to dust until only its skull<\/p>

remains. This \"demilich\" contains only a fragment of<\/p>

the lich's malevolent life force- just enough so that if it<\/p>

is disturbed, these remains rise into the air and assume<\/p>

a wraithlike form. The skull then emits a terrifying<\/p>

howl that can slay the weak-hearted and leave others<\/p>

trembling with fear. Left alone, it sinks back down and<\/p>

returns to the empty peace of its existence.<\/p>

 <\/p>

Few liches<\/strong> seek to become demiliches, for it means an<\/p>

end to the existence they hoped to preserve by becoming<\/p>

undead. However, time can erode the lich's reason and<\/p>

memory, causing it to retreat into its ancient tomb and<\/p>

forget to feed on souls. The spells it once knew fade<\/p>

from its mind, and it no longer channels the arcane<\/p>

energy it wielded as a lich. However, even as a mere<\/p>

skull it remains a deadly and vexing enemy.<\/p>

 <\/p>

Enduring Existence<\/strong>. Even after a lich is reduced to<\/p>

a demilich state, its phylactery survives. As long as its<\/p>

phylactery is intact, the demilich can't be permanently<\/p>

destroyed. Its skull reforms after 1d10 days, restoring<\/p>

the creature to its wretched state. If it has the presence<\/p>

of mind to do so, a demilich can reclaim its former<\/p>

power by feeding just one soul to its phylactery. Doing<\/p>

so restores the demilich to lich form, reconstituting its<\/p>

undead body.<\/p>

 <\/p>

Undead Nature<\/strong>. A demilich doesn't require air, food,<\/p>

drink, or sleep. So great is a demilich's will to survive<\/p>

that it always has the maximum number of hit points for<\/p>

its Hit Dice, instead of average hit points.<\/p>

 <\/p>

A DEMILICH'S LAIR<\/strong><\/p>

A demilich hides its earthly remains and treasures in a<\/p>

labyrinthine tomb guarded by monsters and traps. At the<\/p>

heart of this labyrinth rests the demilich's skull and the<\/p>

dust from its other bones.<\/p>

In its crypt, a demilich has access to lair actions<\/p>

and additional uses for its legendary actions. Its whole<\/p>

lair also has unique traits. A demilich in its lair has a<\/p>

challenge rating of 20 (24,500 XP).<\/p>

LAIR ACTIONS<\/strong><\/p>

On initiative count 20 (losing initiative ties), the demilich<\/p>

rolls a d20. On a result of 11 or higher, the demilich<\/p>

takes a lair action to cause one of the following effects. It<\/p>

can't use the same effect two rounds in a row.<\/p>

  • The tomb trembles violently for a moment<\/strong>. Each crea-
    ture on the floor of the tomb must succeed on a DC 19<\/li><\/ul>

    Dexterity saving throw or be knocked prone.<\/p>

    • The demilich targets<\/strong> one creature it can see within<\/li><\/ul>

      60 feet of it. An antimagic field fills the space of the<\/p>

      target, moving with it until initiative count 20 on<\/p>

      the next round.<\/p>

      • The demilich targets<\/strong> any number of creatures it can<\/li><\/ul>

        see within 30 feet of it. No target can regain hit points<\/p>

        until initiative count 20 on the next round.<\/p>

        LAIR TRAITS<\/strong><\/p>

        A demilich's tomb might have any or all of the following<\/p>

        effects in place:<\/p>

        • The first time a non-evil<\/strong> creature enters the tomb's area, the creature takes 16 (3d10) necrotic damage.<\/li><\/ul>
          • Monsters<\/strong> in the tomb have advantage on saving<\/li><\/ul>

            throws against being charmed or frightened, and<\/p>

            against features that turn undead.<\/p>

            • The tomb is warded<\/strong> against the magical travel of<\/li><\/ul>

              creatures the demilich hasn't authorized. Such crea-
              tures can't teleport into or out of the tomb's area<\/p>

              or use planar travel to enter or leave it. Effects that<\/p>

              allow teleportation or planar travel work within the<\/p>

              tomb as long as they aren't used to leave or enter the<\/p>

              tomb's area.<\/p>

              If the demilich is destroyed, these effects fade over the<\/p>

              course of 10 days.<\/p>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"0","alignment":"Neutral Evil","reference":"Usergen"},{"id":10166,"name":"Barlgura ","full_text":"

              Barlgura <\/h2>

              Large fiend (demon), chaotic evil<\/p>

              Armor Class<\/strong> 15 (natural armor)<\/p>

              Hit Points<\/strong> 68 (8dl0 + 24)<\/p>

              Speed<\/strong> 30ft, climb 30ft.<\/p>
              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
              18 (+4)<\/td>15 (+2)<\/td>16 (+3)<\/td>7 (-2)<\/td>14 (+2)<\/td>9 (-1)<\/td><\/tr><\/tbody><\/table>

              Saving Throws<\/strong> Dex +5, Con +6<\/p>

              Skills<\/strong> Perception +5, Stealth +5<\/p>

              Damage Resistances<\/strong> cold, fire , lightning<\/p>

              Damage Immunities<\/strong> poison<\/p>

              Condition Immunities<\/strong> poisoned<\/p>

              Senses<\/strong> blindsight 30ft., darkvision 120ft., passive Perception 15<\/p>

              Languages<\/strong> Abyssal, telepathy 120 ft .<\/p>

              Challenge<\/strong> 5 (1 ,800 XP)<\/p>

              Innate Spellcasting<\/strong>. The barlgura's spellcasting ability is<\/p>

              Wisdom (spell save DC 13). The barlgura can innately cast the<\/p>

              following spells, requiring no material components:<\/p>

              l\/day each<\/strong>: entangle, phantasmal force<\/p>

              2\/day each<\/strong>: disguise self, invisibility (self only)<\/p>

              Reckless<\/strong>. At the start of its turn, the barlgura can gain<\/p>

              advantage on all melee weapon attack rolls it makes during<\/p>

              that turn, but attack rolls against it have advantage until the<\/p>

              start of its next turn.<\/p>

              Running Leap<\/strong>. The barlgura's long jump is up to 40 feet and its<\/p>

              high jump is up to 20 feet when it has a running start.<\/p>

              ACTIONS<\/strong><\/p>

              Multiattack<\/strong>. The barlgura makes three attacks: one with its<\/p>

              bite and two with its fists.<\/p>

              Bite<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.<\/p>

              Hit: 11 (2d6 + 4) piercing damage.<\/p>

              Fist<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:<\/p>

              9 (ldlO + 4) bludgeoning damage.<\/p>

               <\/p>

              The barlgura<\/strong> represents the savagery and brutality<\/p>

              of the Abyss. Barlguras gather in packs to take down<\/p>

              tougher foes, keep gruesome trophies from their<\/p>

              victories, and decorate their territory with such objects.<\/p>

              A barlgura looks like a hulking orangutan with a<\/p>

              gruesome, drooping visage and tusks jutting from<\/p>

              its jaw. Standing just under 8 feet tall, it has broad<\/p>

              shoulders and weighs 650 pounds. It moves apishly<\/p>

              along the ground, but it climbs with great speed<\/p>

              and agility.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"0","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10167,"name":"Chasme","full_text":"

              Chasme<\/h2>

              Large fiend (demon), chaotic evil<\/p>

              Armor Class<\/strong> 15 (natural armor)<\/p>

              Hit Points<\/strong> 84 (13d10 + 13)<\/p>

              Speed<\/strong> 20ft., fly 60 ft.<\/p>
              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
              15 (+2)<\/td>15 (+2)<\/td>12 (+1)<\/td>11 (+0)<\/td>14 (+2)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

              Saving Throws<\/strong> Dex +5, Wis +5<\/p>

              Skills<\/strong> Perception +5<\/p>

              Damage Resistances<\/strong> cold, fire , lightning<\/p>

              Damage Immunities<\/strong> poison<\/p>

              Condition Immunities<\/strong> poisoned<\/p>

              Senses<\/strong> blindsight 10ft., darkvision 120ft., passive Perception 15<\/p>

              Languages<\/strong> Abyssal, telepathy 120ft.<\/p>

              Challenge<\/strong> 6 (2,300 XP)<\/p>

              Drone<\/strong>. The chasme produces a horrid droning sound to<\/p>

              which demons are immune. Any other creature that starts its<\/p>

              turn with in 30 feet of the chasme must succeed on a DC 12<\/p>

              Constitution saving throw or fall unconscious for 10 minutes.<\/p>

              A creature that can't hear the drone automaticall y succeeds on<\/p>

              the save. The effect on the creature ends if it takes damage or if<\/p>

              another creature takes an action to splash it with holy water. If<\/p>

              a creature's saving throw is successful or the effect ends for it,<\/p>

              it is immune to the drone for the next 24 hours.<\/p>

              Magic Resistance<\/strong>. The chasme has advantage on saving throws<\/p>

              against spells and other magical effects.<\/p>

              Spider Climb. The chasme can climb difficult surfaces,<\/p>

              including upside down on ce ilin gs, without needing to make an<\/p>

              ability check.<\/p>

              ACTIONS<\/strong><\/p>

              Proboscis<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p>

              creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6)<\/p>

              necrotic damage, and the target's hit point maximum is<\/p>

              reduced by an amount equal to the necrotic damage taken. If<\/p>

              this effect reduces a creature's hit point maximum to 0, the<\/p>

              creature dies. This reduction to a creature's hit point maximum<\/p>

              lasts unti l the creature finishes a long rest or until it is affected<\/p>

              by a spell like greater restoration.<\/p>

               <\/p>

              This loathsome demon<\/strong> resembles an unspeakable<\/p>

              crossing of humanoid and fly. A chasme shuffles about<\/p>

              on four spindly legs that can find purchase on walls<\/p>

              and ceilings. A droning sound precedes the approach<\/p>

              of a chasme, inflicting foes with a terrible lethargy that<\/p>

              leaves them open to attack.<\/p>

              The lowly chasmes serve more powerful masters as<\/p>

              interrogators or taskmasters. A chasme lives to dole<\/p>

              out torture as punishment, and has a knack for spotting<\/p>

              demons that have deserted their lords. Capturing and<\/p>

              returning such traitors allows a chasme to torment the<\/p>

              victim without fear of reprisal.<\/p>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10168,"name":"Goristro","full_text":"

              Goristro<\/h2>

              huge fiend (demon), chaotic evil<\/p>

              Armor Class<\/strong> 19 (natura l armor)<\/p>

              Hit Points<\/strong> 310 (23d12 + 161)<\/p>

              Speed<\/strong> 40ft.<\/p>
              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
              25 (+7)<\/td>11 (+0)<\/td>25 (+7)<\/td>6 (- 2)<\/td>13 (+1)<\/td>14 (+2)<\/td><\/tr><\/tbody><\/table>

              Saving Throws<\/strong> Str +13, Dex +6, Con +13, Wis +7<\/p>

              Skills<\/strong> Perception +7<\/p>

              Damage Resistances<\/strong> cold, fire, lightning, bludgeoning,<\/p>

              piercing, and slashing from no n magical weapons<\/p>

              Damage Immunities<\/strong> poison<\/p>

              Condition Immunities<\/strong> poisoned<\/p>

              Senses<\/strong> darkvision 120 f,t passive Perception 17<\/p>

              Languages<\/strong> Abyssal<\/p>

              Challenge<\/strong> 17 (18,000 XP)<\/p>

              Charge<\/strong>. If the goristro moves at least 15 feet straight toward a<\/p>

              target and then hits it with a gore attack on the same turn, the<\/p>

              target takes an extra 38 (7d10) piercing damage. If the target is<\/p>

              a creature, it must succeed on a DC 21 Stength saving thow<\/p>

              or be pushed up to 20 feet away and knocked prone.<\/p>

              Labyrinthine Recall<\/strong>. The goristro can perfectly recall any path it<\/p>

              has traveled.<\/p>

              Magic Resistance<\/strong>. The goristro has advantage on saving throws<\/p>

              against spells and other magical effects.<\/p>

              Siege Monster<\/strong>. The goristro deals double damage to objects<\/p>

              and structures.<\/p>

              ACTIONS<\/strong><\/p>

              Multiattack<\/strong>. The goristro makes three attacks: two with its<\/p>

              fists and one with its hoof.<\/p>

              Fist<\/strong>. Melee Weapon Attack: +13 to hit, reach 10ft, one target.<\/p>

              Hit<\/strong>: 20 (3d8 + 7) bludgeoning damage.<\/p>

              Hoof Melee Weapon<\/strong> Attack:+ 13 to hit, reach 5 ft, one target.<\/p>

              Hit: 23 (3d10 + 7) bludgeoning damage . If the target is a<\/p>

              creature, it must succeed on a DC 21 Strength saving throw or<\/p>

              be knocked prone.<\/p>

              Gore<\/strong>. Melee Weapon Attack: +13 to hit, reach 10ft, one target.<\/p>

              Hit: 45 (7dl0 + 7) piercing damage.<\/p>

               <\/p>

              The goristro<\/strong> resembles a fiendish minotaur towering<\/p>

              more than twenty feet tall. When controlled by a demon<\/p>

              lord, goristros make formidable living siege engines and<\/p>

              prized pets. Goristros possess preternatural cunning<\/p>

              when navigating labyrinthine passages and shifting<\/p>

              corridors, pursuing foes in a terrifying hunt.<\/p>

              A hulking goristro sometimes bears a palanquin,<\/p>

              carrying smaller demons on its broad shoulders, much<\/p>

              like an elephant carries riders on its back.<\/p>

               <\/p>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"0","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10169,"name":"Manes","full_text":"

              Manes<\/h2>

               Small feind(demon), chaotic evil<\/p>

              Armor Class<\/strong> 9<\/p>

              Hit Points<\/strong> 9 (2d6 + 2)<\/p>

              Speed<\/strong> 20ft.<\/p>
              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
              10 (+0)<\/td>9 (- 1)<\/td>13 (+1)<\/td>3 (- 4)<\/td>8 (- 1)<\/td>4 (- 3)<\/td><\/tr><\/tbody><\/table>

              Damage Resistances<\/strong> cold, fire , lightning<\/p>

              Damage Immunities<\/strong> poison<\/p>

              Condition Immunities<\/strong> charmed , frightened , poisoned<\/p>

              Senses<\/strong> darkvision 60ft., passive Perception 9<\/p>

              Languages<\/strong> understand s Abyssal but can't speak<\/p>

              Challenge 1\/8 (25 XP)<\/p>

              ACTIONS<\/strong><\/p>

              Claws<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.<\/p>

              Hit: 5 (2d4) slashing damage.<\/p>

               <\/p>

              Souls of evil<\/strong> creatures that descend to the Lower<\/p>

              Planes are transformed into manes-the lowest form<\/p>

              of demonkind. These wretched fiends attack any non-
              demon they see, and they are called to the Material<\/p>

              Plane by those seeking to sow death and chaos.<\/p>

              Orcus, the Prince of Undeath, has the power to<\/p>

              transform manes into undead monsters, most often<\/p>

              ghouls and shadows. Other demon lords feed on manes,<\/p>

              destroying them utterly. Otherwise, killing a manes<\/p>

              causes it to dissipate into a cloud of reeking vapor that<\/p>

              reforms into another manes after one day.<\/p>","family":"","ch":"0","size":"Small","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10170,"name":"Shadow Demon","full_text":"

              Shadow Demon<\/h2>

              Medium fiend (demon), chaotic evil<\/p>

              Armor Class<\/strong> 13<\/p>

              Hit Points<\/strong> 66 (12d8 + 12)<\/p>

              Speed<\/strong> 30ft, fly 30ft.<\/p>
              STR<\/td>DEX<\/td>CON<\/td>INT<\/td>WIS<\/td>CHA<\/td><\/tr>
              1 (- 5)<\/td>17 (+3)<\/td>12 (+1)<\/td>14 (+2)<\/td>13 (+1)<\/td>14 (+2)<\/td><\/tr><\/tbody><\/table>

              Saving Throws<\/strong> Dex +5 , Cha +4<\/p>

              Skills<\/strong> Stealth +7<\/p>

              Damage Vulnerabilities<\/strong> radiant<\/p>

              Damage Resistances<\/strong> acid, fire , necrotic, thunder; bludgeoning,<\/p>

              piercing, and slashing from non magical weapons<\/p>

              Damage Immunities<\/strong> cold, lightning, poison<\/p>

              Condition Immunities<\/strong> exhaustion, grappled, paralyzed,<\/p>

              petrified, poisoned , prone, restrained<\/p>

              Senses<\/strong> darkvision 120ft, passive Perception ll<\/p>

              Languages<\/strong> Abyssal, telepathy 120ft.<\/p>

              Challenge<\/strong> 4 (1 ,100 XP)<\/p>

              Incorporeal Movement<\/strong>. The demon can move through other<\/p>

              creatures and objects as if they were difficult terrain. It takes 5<\/p>

              (1d10) force damage if it ends its turn inside an object.<\/p>

              Light Sensitivity<\/strong>. While in bright light, the demon has<\/p>

              disadvantage on attack rolls, as well as on Wisdom<\/p>

              (Perception) checks that rely on sight.<\/p>

              Shadow Stealth<\/strong>. While in dim light or darkness, the demon can<\/p>

              take the Hide action as a bonus action.<\/p>

              ACTIONS<\/strong><\/p>

              Claws<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p>

              creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had<\/p>

              advantage on the attack ro ll , 17 (4d6 + 3) psychic damage.<\/p>

               <\/p>

              When<\/strong> a demon's body is destroyed but the fiend is<\/p>

              prevented from reforming in the Abyss, its essence<\/p>

              sometimes takes on a vague physical form. These<\/p>

              shadow demons exist outside the normal abyssal<\/p>

              hierarchy, since their creation results most often from<\/p>

              mortal magic, not from transformation or promotion.<\/p>

              Shadow demons all but disappear in the darkness,<\/p>

              and they can creep about without making a sound. A<\/p>

              shadow demon uses its insubstantial claws to feast on<\/p>

              its victim's fears, to taste its memories, and drink in<\/p>

              its doubts. Bright light harries this fiend and shows its<\/p>

              distinct shape, resolving it from a blur of darkness to a<\/p>

              winged humanoid creature whose lower body trails off<\/p>

              into nothing, and whose claws rend a victim's mind.<\/p>

              Shadowy Nature<\/strong>. A shadow demon doesn't require<\/p>

              air, food, drink, or sleep.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10171,"name":"Yochlol","full_text":"

              Yochlol<\/h2>

              Medium fiend (demon, shapechanger), chaotic evil<\/p>

              Armor Class<\/strong> 15 (natural armor)<\/p>

              Hit Points<\/strong> 136 (1 6d8 + 64)<\/p>

              Speed<\/strong> 30ft., climb 30ft.<\/p>
              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
              15 (+2)<\/td>14 (+2)<\/td>18 (+4)<\/td>13 (+1)<\/td>15 (+2)<\/td>15 (+2)<\/td><\/tr><\/tbody><\/table>

              Saving Throws<\/strong> Dex +6, lnt +5, Wis +6, Cha +6<\/p>

              Skills Deception<\/strong> +10, Insight +6<\/p>

              Damage Resistances<\/strong> cold, fire, lightning, bludgeoning,<\/p>

              piercing, and slashing from non magical weapons<\/p>

              Damage Immunities<\/strong> poison<\/p>

              Condition Immunities<\/strong> poisoned<\/p>

              Senses<\/strong> darkvision 120ft, passive Perception 12<\/p>

              Languages<\/strong> Abyssal, Elvish, Undercommon<\/p>

              Challenge<\/strong> 10 (5,900 XP)<\/p>

              Shapechanger<\/strong>. The yochlol can use its action to polymorph<\/p>

              into a form that resembles a female drow or giant spider, or<\/p>

              back into its true form. Its statistics are the same in each form.<\/p>

              Any equipment it is wearing or carrying isn't transformed. It<\/p>

              reverts to its true form if it dies.<\/p>

              Magic Resistance<\/strong>. The yochlol has advantage on saving throws<\/p>

              against spells and other magical effects.<\/p>

              Spider Climb<\/strong>. The yochlol can climb difficult surfaces,<\/p>

              including upside down on ceilings, without needing to make an<\/p>

              ability check.<\/p>

              Innate Spellcasting<\/strong>. The yochlol's spellcasting ability is<\/p>

              Charisma (spell save DC 14). The yochlol can innately cast the<\/p>

              following spells, requiring no material components:<\/p>

              At will<\/strong>: detect thoughts, web<\/p>

              1fday<\/strong>: dominate person<\/p>

              Web Walker<\/strong>. The yochlol ignores movement restrictions caused<\/p>

              by webbing.<\/p>

              ACTIONS<\/strong><\/p>

              Multiattack<\/strong>. The yochlol makes two melee attacks.<\/p>

              Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit,<\/p>

              reach 5 ft. (10ft. in demon form}, one target. Hit: 5 (1d6 + 2)<\/p>

              bludgeoning (piercing in spider form) damage plus 21 (6d6)<\/p>

              poison damage.<\/p>

              Mist Form<\/strong>. The yochlol transforms into toxic mist or reverts to<\/p>

              its true form. Any equipment it is wearing or carrying is also<\/p>

              transformed. It reverts to its true form if it dies.<\/p>

              While in mist form, the yochlol is incapacitated and can't<\/p>

              speak. It has a flying speed of 30 feet, can hover, and can<\/p>

              pass through any space that isn't airtight. It has advantage on<\/p>

              Strength, Dexterity, and Constitution saving throws, and it is<\/p>

              immune to nonmagical damage.<\/p>

              While in mist form<\/strong>, the yochlol can enter a creature's space<\/p>

              and stop there. Each time that creature starts its turn with<\/p>

              the yochlol in its space, the creature must succeed on a DC<\/p>

              14 Constitution saving throw or be poisoned until the start<\/p>

              of its next turn. While poisoned in this way, the target is<\/p>

              incapacitated.<\/p>

              The yochlols<\/strong> are the Handmaidens of Lolth-extensions<\/p>

              of the Spider Queen's will dedicated to acting as<\/p>

              her spies, taskmasters, and agents of villainy. They<\/p>

              attend their goddess in the Demonweb Pits, but Lolth<\/p>

              sometimes dispatches yochlols to the Material Plane<\/p>

              to guard her temples and to aid her most devout<\/p>

              priestesses. Yochlols don't form outside Lolth's realm of<\/p>

              the Demonweb, and they serve no demon lords except<\/p>

              their queen.<\/p>

              Outside the Abyss<\/strong>, a yochlol can assume the guise<\/p>

              of a female drow or monstrous spider to conceal its<\/p>

              demonic form. In its true form, the fiend appears as a<\/p>

              pillar of yellow slime with a single malevolent eye. In its<\/p>

              drow and true form, a yochlol's touch carries the same<\/p>

              venomous touch as its spider form's bite.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"0","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10172,"name":"Displacer Beast ","full_text":"

              Displacer Beast<\/h2>

              Large monstrosity, lawful evil<\/p>

              Armor Class<\/strong> 13 (natural armor)<\/p>

              Hit Points<\/strong> 85 (10d10 + 30)<\/p>

              Speed<\/strong> 40ft.<\/p>
              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
              18 (+4)<\/td>15 (+2)<\/td>16 (+3)<\/td>6 (- 2)<\/td>12 (+1)<\/td>8 (- 1)<\/td><\/tr><\/tbody><\/table>

              Senses<\/strong> darkvision 60ft, passive Perception 11<\/p>

              Languages<\/strong> -<\/p>

              Challenge<\/strong> 3 (700 XP)<\/p>

              Avoidance<\/strong>. If the displacer beast is subjected to an effect that<\/p>

              allows it to make a saving throw to take only half damage, it<\/p>

              instead takes no damage if it succeeds on the saving throw,<\/p>

              and only half damage if it fails.<\/p>

              Displacement<\/strong>. The displacer beast projects a magical illusion<\/p>

              that makes it appear to be standing near its actual location,<\/p>

              causing attack rolls against it to have disadvantage. If it is hit<\/p>

              by an attack, this trait is disrupted until the end of its next<\/p>

              turn. This trait is also disrupted while the displacer beast is<\/p>

              incapacitated or has a speed of O.<\/p>

              ACTIONS<\/strong><\/p>

              Multiattack<\/strong>. The displacer beast makes two attacks with its<\/p>

              tentacles.<\/p>

              Tentacle<\/strong>. Melee Weapon Attack: +6 to hit, reach 10ft., one<\/p>

              target. Hit: 7 (ld6 + 4) bludgeoning damage plus 3 (1d6)<\/p>

              piercing damage.<\/p>

               <\/p>

              This monstrous predator<\/strong> takes its name from its<\/p>

              ability to displace light so that it appears to be several<\/p>

              feet away from its actual location. A dis placer beast<\/p>

              resembles a sleek great cat covered in blue-black fur.<\/p>

              However, its otherworldly origins are clear in its six<\/p>

              legs and the two tentacles sprouting from its shoulders,<\/p>

              both ending in pads tipped with spiky protrusions. A<\/p>

              dis placer beast's eyes glow with an awful' malevolence<\/p>

              that persists even in death.<\/p>

               <\/p>

              Unseelie<\/strong> Origins<\/strong>. Displacer beasts roamed the<\/p>

              twilight lands of the Feywild for ages, until they were<\/p>

              captured and trained by the Unseelie Court. The<\/p>

              warriors of the court selectively bred the beasts to<\/p>

              reinforce their ferocious and predatory nature, using<\/p>

              them to hunt unicorns, pegasi, and other wondrous<\/p>

              prey. However, it didn't take long for the displacer<\/p>

              beasts to use their malevolent intelligence to escape<\/p>

              their masters.<\/p>

              Running and breeding freely in the Feywild, the<\/p>

              displacer beasts soon came to the attention of the<\/p>

              Seelie Court. With blink dog companions at their side,<\/p>

              fey hunters drove these predators to the fringes of the<\/p>

              Feywild, where many crossed over to the Material<\/p>

              Plane. To this day, displacer beasts and blink dogs<\/p>

              attack each other on sight.<\/p>

               <\/p>

              Love of the Kill<\/strong>. Dis placer beasts kill not just for<\/p>

              food but also for sport. They target prey even when<\/p>

              not hungry, often toying with their victims to entertain<\/p>

              themselves until they are ready to eat. After killing<\/p>

              its prey using its tentacles, a displacer beast drags<\/p>

              the corpse to a quiet place where it can feed without<\/p>

              distraction.<\/p>

               <\/p>

              Displacer beasts hunt alone<\/strong> or in small prides that<\/p>

              demonstrate skill at setting ambushes. A single beast<\/p>

              will strike and withdraw, luring prey into a densely<\/p>

              wooded area where its packmates wait. Packs of<\/p>

              displacer beasts hunting near trade roads recall the<\/p>

              frequency and schedule of regular caravans, laying<\/p>

              down ambushes to pick off those caravans.<\/p>

               <\/p>

              Prized Guards and Pets<\/strong>. Intelligent evil creatures<\/p>

              favor dis placer beasts as pets, but a dis placer beast<\/p>

              enters such an alliance only if it appears beneficial.<\/p>

              A displacer beast might guard a vault or act as a<\/p>

              bodyguard for a prominent individual.<\/p>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"","alignment":"Lawful Evil","reference":"Usergen"},{"id":10173,"name":"Dracolich Template ","full_text":"

              Dracolich<\/h2>

              DRACOLICH TEMPLATE<\/strong><\/p>

              • Only an ancient or adult true dragon<\/strong> can be transformed<\/li><\/ul>

                into a dracolich. Younger dragons that attempt to<\/p>

                undergo the transformation die, as do other creatures<\/p>

                that aren't true dragons but possess the dragon type,<\/p>

                such as pseudodragons and wyverns. A shadow dragon<\/p>

                can't be transformed into a dracolich, for it has already<\/p>

                lost too much of its physical form.<\/p>

                • When a dragon becomes a dracolich<\/strong>, it retains its<\/li><\/ul>

                  statistics except as described below. The dragon loses<\/p>

                  any trait, such as Amphibious, that assumes a living<\/p>

                  physiology. The dracolich might retain or lose any or all<\/p>

                  of its lair actions or inherit new ones, as the DM sees fit.<\/p>

                   <\/p>

                  Type<\/strong>. The dracolich's type changes from dragon<\/p>

                  to undead, and it no longer requires air, food,<\/p>

                  drink, or sleep.<\/p>

                  Damage Resistance<\/strong>. The dracolich has resistance to<\/p>

                  necrotic damage.<\/p>

                  Damage Immunities<\/strong>. The dracolich has immunity<\/p>

                  to poison. It also retains any immunities it had prior to<\/p>

                  becoming a dracolich.<\/p>

                  Condition Immunities<\/strong>. The dracolich can't be<\/p>

                  charmed, frightened, paralyzed, or poisoned. It also<\/p>

                  doesn't suffer from exhaustion.<\/p>

                  Magic Resistance<\/strong>. The dracolich has advantage on<\/p>

                  saving throws against spells and other magical effects.<\/p>

                   <\/p>

                  Even as long-lived as they are<\/strong>, all dragons must<\/p>

                  eventually die. This thought doesn't sit well with<\/p>

                  many dragons, some of which allow themselves to<\/p>

                  be transformed by necromantic energy and ancient<\/p>

                  rituals into powerful undead dracoliches. Only the<\/p>

                  most narcissistic dragons choose this path, knowing<\/p>

                  that by doing so, they sever all ties to their kin and the<\/p>

                  dragon gods.<\/p>

                   <\/p>

                  Beyond Death<\/strong>. A dracolich retains its shape and<\/p>

                  size upon transforming, its skin and scales drawing<\/p>

                  tight to its bones or sloughing away to leave a skeletal<\/p>

                  form behind. Its eyes appear as glowing points of light<\/p>

                  floating in shadowy sockets, hinting at the malevolence<\/p>

                  of its undead mind.<\/p>

                   <\/p>

                  Though many dragons<\/strong> pursue vain goals of<\/p>

                  destruction and dominance, dracoliches are more<\/p>

                  nefarious than the most evil dragons, driven to rule<\/p>

                  over all. A dracolich is a fiendishly intelligent tyrant that<\/p>

                  crafts complex webs of foul schemes, attracting servants<\/p>

                  motivated by greed and a lust for power. Acting from<\/p>

                  the shadows and actively plotting to keep its existence a<\/p>

                  secret, a dracolich is a cunning and challenging foe.<\/p>

                  Dracolich Phylacteries. Creating a dracolich requires<\/p>

                  the cooperation of the dragon and a group of mages or<\/p>

                  cultists that can perform the proper ritual. During the<\/p>

                  ritual, the dragon consumes a toxic brew that slays it<\/p>

                  instantly. The attendant spellcasters then ensnare its<\/p>

                  spirit and transfer it to a special gemstone that functions<\/p>

                  like a lich's phylactery. As the dragon's flesh rots<\/p>

                  away, the spirit inside the gem returns to animate the<\/p>

                  dragon's bones.<\/p>

                   <\/p>

                  If a dracolich's<\/strong> physical form is ever destroyed, its<\/p>

                  spirit returns to the gem as long as the two are on<\/p>

                  the same plane. If the gem comes into contact with<\/p>

                  another dragon's corpse, the dracolich's spirit can take<\/p>

                  possession of that corpse to become a new dracolich. If<\/p>

                  the dracolich's spirit gem is taken to another plane, the<\/p>

                  dracolich's spirit has nowhere to go when its undead<\/p>

                  body is destroyed and simply passes into the afterlife.<\/p><\/div>","family":"","ch":"0","size":"Huge","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10174,"name":"Empyrean","full_text":"

                  Empyrean<\/h2>

                  Huge celestial (titan), chaotic good (75%) or neutral evil (25%)<\/p>

                  Armor Class<\/strong> 22 (natural armor)<\/p>

                  Hit Points<\/strong> 313 (19d12 + 190)<\/p>

                  Speed<\/strong> 50 ft., fly 50 ft., swim 50 ft.<\/p>
                  STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                  30 (+10)<\/td>21 (+5)<\/td>30 (+10)<\/td>21 (+5)<\/td>22 (+6)<\/td>27 (+8)<\/td><\/tr><\/tbody><\/table>

                  Saving Throws<\/strong> Str +17, lnt +12, Wis +13, Cha + 15<\/p>

                  Skills<\/strong> Insight +13, Persuasion +15<\/p>

                  Damage Immunities<\/strong> bludgeoning, piercing, and slashing from<\/p>

                  nonmagical weapons<\/p>

                  Senses<\/strong> truesight 120 ft., passive Perception 16<\/p>

                  Languages<\/strong> all<\/p>

                  Challenge<\/strong> 23 (32,500 XP)<\/p>

                  Innate Spellcasting<\/strong>. The empyrean's innate spellcasting ability<\/p>

                  is Charisma (spell save DC 23, +15 to hit with spell attacks).<\/p>

                  It can innately cast the following spells, requiring no material<\/p>

                  components:<\/p>

                  At will<\/strong>: greater restoration, pass without trace, water breathing,<\/p>

                  water walk<\/p>

                  1\/day each<\/strong>: commune, dispel evil and good, earthquake, fire<\/p>

                  storm, plane shift (self only)<\/p>

                  Legendary Resistance<\/strong> (3\/Day). If the empyrean fails a saving<\/p>

                  throw, it ca n choose to succeed instead.<\/p>

                  Magic Resistance<\/strong>. The empyrean has advantage on saving<\/p>

                  throws against spells and other magical effects.<\/p>

                  Magic Weapons. The empyrean's weapon attacks are magical.<\/p>

                  ACTIONS<\/strong><\/p>

                  Maul<\/strong>. Melee Weapon Attack: +17 to hit, reach 10ft., one target.<\/p>

                  Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a<\/p>

                  creature, it must succeed on a DC 15 Constitution saving throw<\/p>

                  or be stunned until the end of the empyrean's next turn.<\/p>

                  Bolt<\/strong>. Ranged Spell Attack: +15 to hit, range 600ft., one target.<\/p>

                  Hit: 24 (7d6) damage of one of the following types (empyrean's<\/p>

                  ·choice): acid, cold, fire, force, lightning, radiant, or thunder.<\/p>

                  LEGENDARY ACTIONS<\/strong><\/p>

                  The empyrean<\/strong> can take 3 legendary actions, choosing from<\/p>

                  the options below. Only one legendary action option can be<\/p>

                  used at a time and only at the end of another creature's turn.<\/p>

                  The empyrean regains spent legendary actions at the start<\/p>

                  of its turn.<\/p>

                  Attack<\/strong>. The empyrean makes one attack.<\/p>

                  Bolster. The empyrean bolsters all non hostile creatures within<\/p>

                  120 feet of it until the end of its next turn. Bolstered creatures<\/p>

                  can't be charmed or frightened, and they gain advantage<\/p>

                  on ability checks and saving throws until the end of the<\/p>

                  empyrean's next turn.<\/p>

                  Trembling Strike<\/strong> (Costs 2 Actions). The empyrean strikes the<\/p>

                  ground with its maul, triggering an earth tremor. All other<\/p>

                  creatures on the ground within 60 feet of the empyrean<\/p>

                  must succeed on a DC 25 Strength saving throw or be<\/p>

                  knocked prone.<\/p>

                   <\/p>

                  Empyreans are the celestial<\/strong> children of the<\/p>

                  gods of the Upper Planes. They are universally<\/p>

                  beautiful, statuesque, and self-assured.<\/p>

                   <\/p>

                  Manifest Emotion<\/strong>. An empyrean can experience<\/p>

                  deity-like fits of serenity or rage. It can affect the<\/p>

                  environment a round it by its mood. When an empyrt';,an<\/p>

                  is unhappy, the clouds might cry tears of salt water, the<\/p>

                  wildflowers in surrounding meadows might wilt, dead<\/p>

                  fish might wash ashore in lakes or rivers, or a nearby<\/p>

                  forest might lose the leaves from its trees. When an<\/p>

                  empyrean is jubilant, sunlight follows it everywhere,<\/p>

                  small animals frolic in its footsteps, and birds fill the sky<\/p>

                  with their pleasing songs.<\/p>

                   <\/p>

                  Evil Empyreans<\/strong>. A few empyreans have turned to<\/p>

                  evil after venturing to the Lower Planes and becoming<\/p>

                  corrupted, or as the result of being cursed by evil gods.<\/p>

                  An evil empyrean can't survive long on the Upper<\/p>

                  Planes and usually retreats to the Material Plane,<\/p>

                  where it can rule over a kingdom of mortals as an<\/p>

                  indomitable tyrant.<\/p>

                   <\/p>

                  Immortal Titans<\/strong>. Empyreans don't age but can be<\/p>

                  slain. Because few empyreans can imagine their own<\/p>

                  demise, they fight fearlessly when drawn into battle,<\/p>

                  refusing to believe that the end is upon them even when<\/p>

                  standing at death's door. When an empyrean dies, its<\/p>

                  spirit returns to its home plane. There, one of the fallen<\/p>

                  empyrean's parents resurrects the empyrean unless he<\/p>

                  or she has a good reason not to.<\/p><\/div>","family":"","ch":"0","size":"Huge","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Celestial","challenge_rating":"0","alignment":"Neutral Good","reference":"Usergen"},{"id":10175,"name":"Faerie Dragon ","full_text":"

                  Faerie Dragon<\/h2>

                  Tiny dragon, chaotic good<\/p>

                  Armor Class<\/strong> 15<\/p>

                  Hit Points<\/strong> 14 (4d4 + 4)<\/p>

                  Speed<\/strong> 10ft., fly 60ft.<\/p>
                  STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                  3 (- 4)<\/td>20 (+5)<\/td>13 (+1)<\/td>14 (+2)<\/td>12 (+1)<\/td>16 (+3)<\/td><\/tr><\/tbody><\/table>

                  Skills<\/strong> Arcana +4, Perception +3, Stealth +7<\/p>

                  Senses<\/strong> darkvision 60ft., passive Perception 13<\/p>

                  Languages<\/strong> Draconic, Sylvan<\/p>

                  Challenge<\/strong> 1 (200 XP) for a red, orange, or yellow faerie dragon,<\/p>

                  2 (450 XP) for a green, blue, indigo, or violet faerie dragon<\/p>

                  Superior Invisibility<\/strong>. As a bonus action, the dragon can<\/p>

                  magically turn invisible until its concentration ends (as if<\/p>

                  concentrating on a spell). Any equipment the dragon wears or<\/p>

                  carries is invisible with it.<\/p>

                  Limited Telepathy<\/strong>. Using telepathy, the dragon can magically<\/p>

                  communicate with any other faerie dragon within 60 feet of it.<\/p>

                  Magic Resistance. The dragon has advantage on saving throws<\/p>

                  against spells and other magical effects.<\/p>

                  Innate Spellcasting<\/strong>. The dragon's innate spellcasting ability is<\/p>

                  Charisma (spell save DC 13). It can innately cast a number of<\/p>

                  spells, requiring no material components. As the dragon ages<\/p>

                  and changes color, it gains additional spells as shown below.<\/p>

                  • Red, l\/day each: dancing lights, mage hand, minor illusion<\/li>
                  • Orange, l\/day: color spray<\/li>
                  • Yellow, l\/day: mirror image<\/li>
                  • Green, l\/day: suggestion<\/li>
                  • Blue, l\/day: major image<\/li>
                  • Indigo, l\/day: hallucinatory terrain<\/li>
                  • Violet, ljday: polymorph <\/li><\/ul>

                    ACTIONS<\/strong><\/p>

                    Bite<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.<\/p>

                    Hit: 1 piercing damage.<\/p>

                    Euphoria Breath<\/strong> (Recharge 5-6). The dragon exhales a puff of<\/p>

                    euphoria gas at one creature within 5 feet of it. The target must<\/p>

                    succeed on a DC 11 Wisdom saving throw, or for 1 minute, the<\/p>

                    target can't take reactions and must roll a d6 at the start of<\/p>

                    each of its turns to determine its behavior during the turn:<\/p>

                    • 1-4. The target takes no action or bonus action and uses all<\/li><\/ul>

                      of its movement to move in a random direction.<\/p>

                      • 5- 6. The target doesn't move, and the only thing it can do<\/li><\/ul>

                        on its turn is make a DC 11 Wisdom saving throw, ending the<\/p>

                        effect on itself on a success.<\/p>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Dragon","challenge_rating":"","alignment":"Chaotic Good","reference":"Usergen"},{"id":10176,"name":"Flameskull","full_text":"

                        Flameskull<\/h2>

                        Tiny undead, neutral evil<\/p>

                        Armor Class<\/strong> 13<\/p>

                        Hit Points<\/strong> 40 (9d4 + 18)<\/p>

                        Speed<\/strong> 0 ft., fly 40ft.<\/p>
                        STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                        1 (-5)<\/td>17 (+3)<\/td>14 (+2)<\/td>16 (+3)<\/td>10 (+0)<\/td>11 (+0)<\/td><\/tr><\/tbody><\/table>

                        Skills<\/strong> Arcana +5, Perception +2<\/p>

                        Damage Resistances<\/strong> lightning, necrotic, piercing<\/p>

                        Damage Immunities<\/strong> cold, fire, poison<\/p>

                        Condition Immunities<\/strong> charmed, frightened,<\/p>

                        paralyzed, poisoned<\/p>

                        Senses<\/strong> darkvision 60ft., passive Perception 12<\/p>

                        Languages<\/strong> Common<\/p>

                        Challenge<\/strong> 4 (1 ,100 XP)<\/p>

                        illumination<\/strong>. The flameskull sheds either dim light in a 15-foot<\/p>

                        radius, or bright light in a 15-foot radius and dim light for<\/p>

                        an additional15 feet. It can switch between the options as an action.<\/p>

                         <\/p>

                        Magic Resistance<\/strong>. The flameskull has advantage on saving<\/p>

                        throws against spells and other magical effects.<\/p>

                         <\/p>

                        Rejuvenation<\/strong>. If the flameskull is destroyed, it regair:~s all its hit ,<\/p>

                        points in 1 hour unless holy water is sprinkled on its remains or<\/p>

                        dispe l magic or remove curse spell is cast on them.<\/p>

                         <\/p>

                        Spellcasting<\/strong>. The flameskull is a 5th-level spell caster. Its<\/p>

                        spellcasting ability is Intelligence (spell save DC 13, +5 to<\/p>

                        hit with spell attacks). It requires no somatic or material<\/p>

                        components to cast its spells. The flameskull has the following<\/p>

                        wizard spells prepared:<\/p>

                        Cantrip (at will): mage hand<\/p>

                        • 1st level (3 slots): magic missile, shield<\/li>
                        • 2nd level (2 slots): blur, flaming sphere<\/li>
                        • 3rd level (1 slot): fireball<\/li><\/ul>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The flameskull uses Fire Ray twice.<\/p>

                          Fire Ray<\/strong>. Ranged Spell Attack: +5 to hit, range 30 ft., one target.<\/p>

                          Hit: 10 (3d6) fire damage<\/p>

                           <\/p>

                          Blazing green flames and mad<\/strong>, echoing laughter follow<\/p>

                          a disembodied skull as it patrols its demesne. When<\/p>

                          the undead flameskull discovers trespassers, it blasts<\/p>

                          the intruders with fiery rays from its eyes and dreadful<\/p>

                          spells called up from the dark recesses of its memory.<\/p>

                          Dark spellcasters fashion flameskulls from the<\/p>

                          remains of dead wizards. When the ritual is complete,<\/p>

                          green flames erupt from the skull to complete its ghastly<\/p>

                          transformation.<\/p>

                           <\/p>

                          Legacy of Life<\/strong>. A flameskull only dimly recalls its<\/p>

                          former life. Though it might speak in its old voice and<\/p>

                          recount key events from its past, it is but an echo of its<\/p>

                          former self. However, its undead transformation grants<\/p>

                          it full access to the magic it wielded in life, letting it<\/p>

                          cast spells while ignoring the material and somatic<\/p>

                          components it can no longer employ.<\/p>

                           <\/p>

                          Eternally Bound<\/strong>. Intelligent and vigilant, a flameskull<\/p>

                          serves its creator by protecting a hidden treasure hoard,<\/p>

                          a secret chamber, or a specific individual. A flameskull<\/p>

                          carries out the directives given to it when it was created,<\/p>

                          and it interprets those commands to the letter. A<\/p>

                          flameskull's master must craft its instructions with care<\/p>

                          to ensure that the creature carries out its tasks properly.<\/p>

                           <\/p>

                          Wreathed in Flame<\/strong>. The fire wreathing a flameskull<\/p>

                          burns continually, giving off bright light that the<\/p>

                          creature controls. It uses those flames as a weapon,<\/p>

                          focusing them to loose them as fiery rays from its<\/p>

                          eye sockets.<\/p>

                           <\/p>

                          Eldritch Rejuvenation<\/strong>. A flameskull's shattered<\/p>

                          fragments reform unless they are splashed with holy<\/p>

                          water or subjected to a dispel magic or remove curse<\/p>

                          spell. If it can no longer fulfill its intended purpose,<\/p>

                          the re-formed flameskull is beholden to no one and<\/p>

                          becomes autonomous.<\/p>

                           <\/p>

                          Undead Nature<\/strong>. A flameskull doesn't require air,<\/p>

                          food, drink, or sleep.<\/p><\/div>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10177,"name":"Fomorian","full_text":"

                          Fomorian<\/h2>

                          Huge giant, chaotic evil.<\/p>

                          Armor Class<\/strong> 14 (natural armor)<\/p>

                          Hit Points<\/strong> 149 (l3d12 + 65)<\/p>

                          Speed<\/strong> 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          23 (+6)<\/td>10 (+0)<\/td>20 (+5)<\/td>9 (- 1)<\/td>14 (+2)<\/td>6 (-2)<\/td><\/tr><\/tbody><\/table>

                          Skills<\/strong> Perception +8, Stealth +3<\/p>

                          Senses darkvision<\/strong> 120ft., passive Perception 18<\/p>

                          Languages<\/strong> Giant, Undercommon<\/p>

                          Challenge<\/strong> 8 (3,900 XP)<\/p>

                          Multiattack<\/strong>. The fomorian attacks twice with its greatclub or<\/p>

                          makes one greatclub attack and uses Evil Eye once.<\/p>

                          Greatclub<\/strong>. Melee Weapon Attack: +9 to hit, reach 15ft., one<\/p>

                          target. Hit: 19 (3d8 + 6) bludgeoning damage .<\/p>

                          Evil<\/strong> Eye<\/strong>. The fomorian magically forces a creature it can see<\/p>

                          within 60 feet of it to make a DC 14 Charisma saving throw. The<\/p>

                          creature takes 27 (6d8) psychic damage on a failed save, or half<\/p>

                          as much damage on a successful one.<\/p>

                          Curse of the Evil Eye<\/strong> (Recharges after a Short or Long Rest).<\/p>

                          With a stare, the fomorian uses Evil Eye, but on a failed<\/p>

                          save, the creature is also cursed with magical deformities.<\/p>

                          While deformed, the creature has its speed halved and has<\/p>

                          disadvantage on ability checks, saving throws, and attacks<\/p>

                          based on Strength or Dexterity.<\/p>

                          The transformed creature can repeat the saving throw<\/p>

                          whenever it finishes a long rest, ending the effect on a success.<\/p>

                           <\/p>

                          The most hideous, and wicked<\/strong> of all giantkind are the<\/p>

                          godles's fomohans, whose deformed bodies reflect their<\/p>

                          vile demeanors. Some have facial features randomly<\/p>

                          distributed around their misshapen, warty heads.<\/p>

                          Others have limbs of grossly different sizes and shapes,<\/p>

                          or emit terrible howls each time they draw breath<\/p>

                          through misshapen mouths. Their wretched appearance<\/p>

                          rarely evokes sympathy, however, for the fomorians<\/p>

                          brought their doom upon themselves with the evil that<\/p>

                          rules their hearts and minds.<\/p>

                           <\/p>

                          Fey Curse<\/strong>. The elves remember when the fomorians<\/p>

                          were among the most handsome of races, possessed<\/p>

                          of brilliant minds and unrivaled magical ability. That<\/p>

                          physical perfection did not extend to their hearts,<\/p>

                          however, as a lust for magic and power consumed them.<\/p>

                          The fomorians sought to conquer the Feywild and<\/p>

                          enslave its inhabitants, claiming those creatures' magic<\/p>

                          for themselves. When the fey united to defend their<\/p>

                          realm, the fomorians fought them and were subjected to<\/p>

                          a terrible curse.<\/p>

                           <\/p>

                          One by one<\/strong>, the giants fell as their bodies were<\/p>

                          warped to reflect the evil in their hearts. Stripped of<\/p>

                          their grace and magical power, the wretched horrors<\/p>

                          fled from the light, delving deep beneath the world<\/p>

                          to nurse their hatred. Cursing their fate, they have<\/p>

                          ever after plotted vengeance against the fey that<\/p>

                          wronged them.<\/p>

                           <\/p>

                          Giants of the Underdark<\/strong>. The fomorians dwell<\/p>

                          in eerily beautiful caverns in the Underdark, rarely<\/p>

                          venturing to the surface. Their lairs feature abundant<\/p>

                          access to water, fish, and mushroom forests, as well as<\/p>

                          to the creatures whose slave labor keeps the fomorians<\/p>

                          fed. When those slaves can no longer toil, they are<\/p>

                          slain and devoured. Wickedness and depravity are the<\/p>

                          cornerstones of fomorian society, in which the strongest<\/p>

                          and cruelest giants rule. Fomorians mark their<\/p>

                          territories with the corpses of their enemies, painting<\/p>

                          their cavern walls with blood or stitching together limbs<\/p>

                          and body parts to make mockeries of the creatures they<\/p>

                          have killed.<\/p>

                           <\/p>

                          Ruined Flesh, Evil Minds<\/strong>. The deformities visited<\/p>

                          on the fomorians prevent them from hurling rocks like<\/p>

                          their giant kin, or wearing anything more than scraps<\/p>

                          of cloth. However, the grotesque positioning of their<\/p>

                          eyes, noses, and ears gives fomorians keen perceptive<\/p>

                          abilities, making it hard to surprise or ambush them.<\/p>

                          The greed and evil of the fomorians lies at the heart<\/p>

                          of their degeneration and fall, and continues to plague<\/p>

                          them. Fomorians make alliances with other creatures<\/p>

                          when it suits them, but they are disloyal by nature and<\/p>

                          betray their allies on a whim.<\/p>

                           <\/p>

                          Curse of the Evil Eye<\/strong>. Fomorians can pass their<\/p>

                          curse onto others using a power called the evil eye- a<\/p>

                          last vestige of the giants' once-remarkable spellcasting<\/p>

                          ability. A creature cursed by a fomorian's evil eye is<\/p>

                          magically twisted and deformed, gaining a glimpse into<\/p>

                          the pain and malice that has consumed this evil race.<\/p><\/div>","family":"","ch":"0","size":"Huge","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Giant","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10179,"name":"Shrieker ","full_text":"

                          Shrieker<\/h2>

                          Medium plant, unaligned<\/p>

                          Armor Class<\/strong> 5<\/p>

                          Hit Points<\/strong> 13 (3d8)<\/p>

                          Speed<\/strong> 0 ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          1 (- 5)<\/td>1 (-5)<\/td>10 (+0)<\/td>1 (-5)<\/td>3 (- 4)<\/td>1 (-5)<\/td><\/tr><\/tbody><\/table>

                          Condition Immunities<\/strong> blinded, deafened, frightened<\/p>

                          Senses blindsigh<\/strong>t 30ft. (blind beyond this radius),passive Perception 6<\/p>

                          Languages<\/strong>-
                          Challenge<\/strong> 0 (10 XP)<\/p>

                          False Appearance<\/strong>. While the shrieker remains motionless, it is<\/p>

                          indistinguishable from an ordinary fungus.<\/p>

                          Shriek<\/strong>. When bright light or a creature is within 30 feet of the<\/p>

                          shrieker, it emits a shriek audible within 300 feet of it. The<\/p>

                          shrieker continues to shriek until the disturbance moves out of<\/p>

                          range and for 1d4 of the shrieker's turns afterward.<\/p>

                           <\/p>

                          A shrieker<\/strong> is a human-sized mushroom that emits a<\/p>

                          piercing screech to drive off creatures that disturb it.<\/p>

                          Other creatures use the fungi as an alarm to signal the<\/p>

                          approach of prey, and various intelligent races of the<\/p>

                          Underdark cultivate shriekers on the outskirts of their<\/p>

                          communities to discourage trespassers.<\/p>

                           <\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Plant","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10181,"name":"Gas Spore","full_text":"

                          Gas Spore<\/h2>

                          Large plant, unaligned<\/p>

                          Armor Class<\/strong> 5<\/p>

                          Hit Points<\/strong> 1 (1d10 - 4)<\/p>

                          Speed<\/strong> 0 ft., fly 10ft. (hover)<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>COM<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          5 (- 3)<\/td>1 (-5)<\/td>3 (-4)<\/td>1 (-5)<\/td>1 (-5)<\/td>1 (-5)<\/td><\/tr><\/tbody><\/table>

                          Damage Immunities<\/strong> poison<\/p>

                          Condition Immunities<\/strong> blinded, deafened, frightened, paralyzed,<\/p>

                          poisoned, prone<\/p>

                          Senses<\/strong> blind sight 30ft. (blind beyond this radius),<\/p>

                          passive Perception 5<\/p>

                          Languages<\/strong> -<\/p>

                          Challenge<\/strong> 1\/2 (100 XP)<\/p>

                          Death Burs<\/strong>t. The gas spore explodes when it drops to 0 hit<\/p>

                          points. Each creature within 20 feet of it must succeed on a DC<\/p>

                          15 Constitution saving throw or take 10 (3d6) poison damage<\/p>

                          and become infected with a disease on a failed save. Creatures<\/p>

                          immune to the poisoned condition are immune to this disease.<\/p>

                          Spores invade an infected creature's system, killing the<\/p>

                          creature in a number of hours equal to 1d12 +the creature's<\/p>

                          Constitution score, unless the disease is removed. In half<\/p>

                          that time, the creature becomes poisoned for the rest of the<\/p>

                          duration. After the creature dies, it sprouts 2d4 Tiny gas spores<\/p>

                          that grow to full size in 7 days.<\/p>

                          Eerie Resemblance<\/strong>. The gas spore resembles a beholder. A<\/p>

                          creature that can see the gas spore can discern its true nature<\/p>

                          with a successful DC 15 Intelligence (Nature) check.<\/p>

                          ACTIONS<\/strong><\/p>

                          Touch<\/strong>. Melee Weapon Attack: +0 to hit, reach 5 ft. , one<\/p>

                          creature. Hit: 1 poison damage, and the creature must succeed<\/p>

                          on a DC 10 Constitution saving throw or become infected with<\/p>

                          the disease described in the Death Burst trait.<\/p>

                           <\/p>

                          The first gas spores<\/strong> are thought to have been spawned<\/p>

                          from dead beholders, whose moldering corpses fed a<\/p>

                          parasitic fungus with aberrant magic. Having long since<\/p>

                          adapted into a unique plant creature, a gas spore grows<\/p>

                          quickly and purposefully out of any corpse, creating a<\/p>

                          malevolent-looking mockery of the most feared denizen<\/p>

                          of the Underdark.<\/p>

                           <\/p>

                          Eye Tyrant's Form<\/strong>. A gas spore is a spherical,<\/p>

                          balloon-like fungus that resembles a beholder from a<\/p>

                          distance, though its true nature becomes. increasingly<\/p>

                          obvious as one approaches it. The monster possesses<\/p>

                          a blind central \"eye\" and rhizome growths sprouting<\/p>

                          from its upper surface, superficially resembling a<\/p>

                          beholder's eyestalks.<\/p>

                           <\/p>

                          Death Burst<\/strong>. A gas spore is a hollow shell filled with a<\/p>

                          lighter-than-air gas that enables it to float as a beholder<\/p>

                          does. Piercing the shell with even the weakest attack<\/p>

                          causes the creature to burst apart, releasing a cloud<\/p>

                          of deadly spores. A creature that inhales the spores<\/p>

                          becomes host to them, and is often dead within a day. Its<\/p>

                          corpse then becomes the spawning ground from which<\/p>

                          new gas spores arise.<\/p>

                           <\/p>

                          Beholder Memories<\/strong>. A gas spore that sprouts from a<\/p>

                          beholder's corpse sometimes carries within it memories<\/p>

                          of its deceased parent. When the gas spore explodes, its<\/p>

                          deadly spores cast those memories adrift. Any creature<\/p>

                          that inhales the spores and survives inherits one or<\/p>

                          more of the beholder's fragmented memories, and might<\/p>

                          gain useful information about the beholder's former lair<\/p>

                          and other nearby places and creatures of interest.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Plant","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10182,"name":"Dao","full_text":"

                          Dao<\/h2>

                          Large elemental, neutral evil<\/p>

                          Armor Class<\/strong> 18 (natural armor)<\/p>

                          Hit Points<\/strong> 187 (15d10 + 105)<\/p>

                          Speed<\/strong> 30ft., burrow 30ft., fly 30ft.<\/p>
                          STR<\/td>DEX<\/td>CON<\/td>INT<\/td>WIS<\/td>CHA<\/td><\/tr>
                          23 (+6)<\/td>12 (+1)<\/td>24 (+7)<\/td>12 (+1)<\/td>13 (+1)<\/td>14 (+2)<\/td><\/tr><\/tbody><\/table>Saving Throws<\/strong> lnt +5, Wis +5 , Cha +6

                          Condition Immunities<\/strong> petrified

                          Senses<\/strong> darkvision 120ft., passive Perception 11

                          Languages<\/strong> Terran

                          Challenge<\/strong> 11 (7,200 XP)

                          Earth Glide<\/strong>. The dao can burrow through nonmagical,
                          unworked earth and stone. While doing so, the dao doesn't
                          disturb the material it moves through .
                          Elemental Demise<\/strong>. If the dao dies, its body disintegrates into
                          crystalline powder, leaving behind only equipment the dao was wearing or carrying.<\/div>
                          Innate Spellcasting<\/strong>. The dao's innate speilcasting ability is
                          Charisma (spell save DC 14, +6 to hit with spell attacks).<\/div>
                          It can innately cast the following spells, requiring no material
                          components:
                          At will<\/strong>: detect evil and good, detect magic, stone shape
                          3\/day<\/strong> each<\/strong>: passwall, move earth, tongues
                          1\/day<\/strong> each<\/strong>: conjure elemental (earth elemental only), gaseous
                          form, invisibility, phantasmal killer, plane shift, wall of stone.
                          Sure-Footed<\/strong>. The dao has advantage on Strength and Dexterity
                          saving throws made against effects that would knock it prone.
                          ACTIONS<\/strong>
                          Multiattack<\/strong>. The dao makes two fist attacks or two
                          maul attacks.
                          Fist<\/strong>. Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target.
                          Hit: 15 (2d8 + 6) bludgeoning damage.
                          Maul<\/strong>. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
                          Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge
                          or smaller creature, it must succeed on a DC 18 Strength check
                          or be knocked prone.<\/div>
                           <\/div>
                          Dao are greedy, malicious genies<\/strong> from the Elemental
                          Plane of Earth. They adorn themselves with jewelry
                          crafted from precious gems and rare metals, and when
                          they fly, their lower bodies become columns of swirling
                          sand. A dao isn't happy unless it is the envy of other dao.<\/div>

                          All That Glitters<\/strong>. The dao dwell in complexes of
                          twisting tunnels and glittering ore-veined caverns
                          on the Elemental Plane of Earth. These mazeworks
                          are continually expanding as the dao delve into and
                          reshape the rock around them. Dao care nothing for
                          the poverty or misfortune of others. A dao might grind
                          powdered gems and gold dust over its food to heighten
                          the experience of eating, devouring its wealth as mortals
                          consume a precious spice.<\/div>

                          Lords of the Earth<\/strong>. A dao never assists a mortal
                          unless the genie has something to gain, preferably
                          treasure. Among the genies, dao are on speaking and
                          trading terms with the efreet, but they have nothing
                          but scorn for djinn and marids. Other races native to
                          the Elemental Plane of Earth avoid the dao, which are
                          always seeking new slaves to mine the mazeworks of
                          their floating earth islands.<\/div>

                          Proud Slavers<\/strong>. The dao trade for the finest slaves
                          that money can buy, forcing them to work in dangerous
                          subterranean realms that rumble with earthquakes.
                          As much as they enjoy enslaving others, the dao
                          hate being enslaved. Powerful wizards have been
                          known to lure dao to the Material Plane and trap them
                          in the confines of magic gemstones or iron flasks.
                          Unfortunately for the dao, their greed makes it relatively
                          easy for mages to cozen them into service.<\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Elemental","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10183,"name":"Violet Fungus ","full_text":"

                          Violet Fungus<\/h2>

                          Medium plant, unaligned<\/p>

                          Armor Class<\/strong> 5<\/p>

                          Hit Points<\/strong> 18 (4d8)<\/p>

                          speed<\/strong> 5 ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          3 (- 4)<\/td>1 (-5)<\/td>10 (+0)<\/td>1 (-5)<\/td>3 (- 4)<\/td>1 (-5)<\/td><\/tr><\/tbody><\/table>

                          Condition Immunities<\/strong> blinded, deafened, frightened<\/p>

                          Senses<\/strong> blindsight 30ft. (blind beyond this radius),<\/p>

                          passive Perception 6<\/p>

                          Languages<\/strong> -<\/p>

                          Challenge<\/strong> 1\/4 (50 XP)<\/p>

                          False Appearance<\/strong>. While the violet fungus remains motionless,<\/p>

                          it is indistinguishable from an ordinary fungu s.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The fungu s makes 1d4 Rotting Touch attacks.<\/p>

                          Rotting Touch<\/strong>. Melee Weapon Attack: +2 to hit, reach 10ft., one<\/p>

                          creature. Hit: 4 (1d8) necrotic damage.<\/p>

                           <\/p>

                          This purplish mushroom<\/strong> uses root-like feelers growing<\/p>

                          from its base to creep across cavern floors. The four<\/p>

                          stalks protruding from a violet fungi's central mass<\/p>

                          are used to lash out at prey, rotting flesh with the<\/p>

                          slightest touch. Any creature killed by a violet fungus<\/p>

                          decomposes rapidly. A new violet fungus sprouts from<\/p>

                          the moldering corpse, growing to full size in 2d6 days.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Plant","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10184,"name":"Galeb Duhr ","full_text":"

                          Galeb Duhr<\/h2>

                          Medium elemental, neutral<\/p>

                          Armor Class<\/strong> 16 (natural armo r)<\/p>

                          Hit Points<\/strong> 85 (9d8 + 45)<\/p>

                          Speed<\/strong> 15ft. (30ft. when rolling, 60ft. rolling downhill)<\/p>
                          STR<\/td>DEX<\/td>CON<\/td>INT<\/td>WIS<\/td>CHA<\/td><\/tr>
                          20 (+5)<\/td>14 (+2)<\/td>20 (+5)<\/td>11 (+0)<\/td>12 (+1)<\/td>11 (+0)<\/td><\/tr><\/tbody><\/table>

                          Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p>

                          nonmagical weapons<\/p>

                          Damage Immunities<\/strong> poison<\/p>

                          Condition Immunities<\/strong> exhaustion, paralyzed,<\/p>

                          poisoned, petrified<\/p>

                          Senses<\/strong> darkvision 60ft., tremorsense 60ft.,<\/p>

                          passive Perception<\/strong> ll<\/p>

                          Languages<\/strong> Terran<\/p>

                          Challenge<\/strong> 6 (2,300 XP)<\/p>

                          False Appearance<\/strong>. While the ga leb duhr remains motionless, it<\/p>

                          is indistinguishable from a normal boulder.<\/p>

                          Rolling Charge<\/strong>. If the galeb duhr rolls at least 20 feet straight<\/p>

                          toward a target and then hits it with a slam attack on the same<\/p>

                          turn, the target takes an extra 7 (2d6) bludgeoning damage. If<\/p>

                          the target is a creature, it must succeed on a DC 16 Strength<\/p>

                          saving throw or be knocked prone.<\/p>

                          ACTIONS<\/strong><\/p>

                          Slam<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.<\/p>

                          Hit: 12 (2d6 + 5) bludgeoning damage.<\/p>

                          Animate Boulders<\/strong> (1\/Day). The galeb duhr magically animates<\/p>

                          up to two boulders it can see within 60 feet of it. A boulder has<\/p>

                          statistics like those of a galeb duhr, except it has Intelligence 1<\/p>

                          and Charisma 1, it can't be charmed or frightened, and it lacks<\/p>

                          this action option. A boulder remains animated as long as<\/p>

                          the galeb duhr maintains concentration, up to l minute (as if<\/p>

                          concentrating on a spell).<\/p>

                           <\/p>

                          The galeb duhr<\/strong> is a boulder-like creature with stumpy<\/p>

                          appendages that act as arms and legs. It has the ability<\/p>

                          to animate the rocks and boulders around it, and is thus<\/p>

                          usually encountered in rocky terrain.<\/p>

                           <\/p>

                          Powerful magic<\/strong> allows a spellcaster to summon a<\/p>

                          galeb duhr from the Plane of Earth. Some galeb duhr<\/p>

                          also form naturally in places touched by that plane. The<\/p>

                          galeb duhr is imbued with greater intelligence than most<\/p>

                          elementals, allowing it to better assess threats and to<\/p>

                          communicate with creatures entering its guarded area.<\/p>

                           <\/p>

                          Stone Guardian<\/strong>. A galeb duhr doesn't age or require<\/p>

                          sustenance, making it an excellent sentinel. A powerful<\/p>

                          druid might charge a galeb duhr with protecting a stone<\/p>

                          circle or sacred hilltop. Another galeb duhr might be<\/p>

                          created to guard an underground tomb or a wizard's<\/p>

                          tower. When it chooses to, the galeb duhr can make<\/p>

                          itself look like an ordinary boulder, remaining perfectly<\/p>

                          still for years at a time.<\/p>

                           <\/p>

                          A galeb duhr is permanently bound to the Material<\/strong><\/p>

                          Plane<\/strong>, so that when it dies, it doesn't return to the Plane<\/p>

                          of Earth. It has an excellent memory and is more than<\/p>

                          happy to share information regarding its environment<\/p>

                          with creatures it doesn't regard as threats.<\/p>

                           <\/p>

                          Stone Connection<\/strong>. A galeb duhr can become one with<\/p>

                          the earth around it, allowing it to imbue nearby rocks<\/p>

                          and boulders with a semblance of life. The galeb duhr<\/p>

                          uses its animated boulders to frighten away interlopers<\/p>

                          and defend whatever it has been charged to protect.<\/p>

                          When it needs to move close to those intruders, it<\/p>

                          presses its limbs tight to its body and rolls forward at a<\/p>

                          furious pace. '<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Elemental","challenge_rating":"0","alignment":"Neutral","reference":"Usergen"},{"id":10187,"name":"Marid","full_text":"

                          Marid<\/h2>

                          Large elemental, chaotic neutral<\/p>

                          Armor Class<\/strong> 17 (natural armor)<\/p>

                          Hit Points<\/strong> 229 (17d10 + 136)<\/p>

                          Speed<\/strong> 30ft., fly 60ft., swim 90ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          22 (+6)<\/td>12 (+1)<\/td>26 (+8)<\/td>18 (+4)<\/td>17 (+3)<\/td>18 (+4)<\/td><\/tr><\/tbody><\/table>

                          Saving Throws<\/strong> Dex +5, Wis +7, Cha +8<\/p>

                          Damage Resistances<\/strong> acid, cold, lightning<\/p>

                          Senses<\/strong> blindsight 30ft., darkvision 120ft.,<\/p>

                          passive Perception 13<\/p>

                          Languages<\/strong> Aquan<\/p>

                          Challenge<\/strong> 11 (7,200 XP)<\/p>

                          Amphibious<\/strong>. The marid can breathe air and water.<\/p>

                          Elemental Demise<\/strong>. If the marid dies, its body disintegrates into<\/p>

                          a burst of water and foam , leaving behind only equipment the<\/p>

                          marid was wearing or carrying.<\/p>

                          Innate Spellcasting<\/strong>. The marid's innate spellcasting ability is<\/p>

                          Charisma (spell save DC 16, +8 to hit witn spell attacks). It<\/p>

                          can innately cast the following spells, requiring no material<\/p>

                          components:<\/p>

                          At will<\/strong>: create or destroy water, detect evil and good, detect<\/p>

                          magic,fog cloud, purify food and drink<\/p>

                          3\/day each<\/strong>: tongues, water breathing, water walk<\/p>

                          1\/day each<\/strong>: conjure elemental (water elemental only), control<\/p>

                          water, gaseous form, invisibility, plane shift<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The marid makes two trident attacks.<\/p>

                          Trident<\/strong>. Melee or Ranged Weapon Attack: +10 to hit, reach 5<\/p>

                          ft. or range 20\/60 ft., one target. Hit: 13 (2d6 + 6) piercing<\/p>

                          damage, or 15 (2d8 + 6) piercing damage if used with two<\/p>

                          hands to make a melee attack.<\/p>

                          Water jet<\/strong>. The marid magically shoots water in a 60-foot lin e<\/p>

                          that is 5 feet wide. Each creature in that line must make a DC<\/p>

                          16 Dexterity saving throw. On a failure, a target takes 21 (6d6)<\/p>

                          bludgeoning damage and, if it is Huge or smaller, is pushed<\/p>

                          up to 20 feet away from the marid and knocked prone. On a<\/p>

                          success, a target takes half the bludgeoning damage, but is<\/p>

                          neither pushed nor knocked prone.<\/p>

                           <\/p>

                          Hailing from the Elemental Plane of Water<\/strong>, the marids<\/p>

                          are the most wondrous of genie-kind. Although all<\/p>

                          genies wield great power, even the lowliest marid sees<\/p>

                          itself as clearly superior to the flighty djinn, the ground-
                          hugging dao, and the fuming efreet.<\/p>

                           <\/p>

                          Large and piscine<\/strong>, marids are a strange sight to<\/p>

                          behold, particularly when clad in the finely stitched vests<\/p>

                          and colorful pantaloons they favor. They speak in voices<\/p>

                          as soft as the sea breeze or as sonorous as storm waves<\/p>

                          breaking against a rocky cliff. In flight, their lower<\/p>

                          bodies transform into columns of foamy water.<\/p>

                           <\/p>

                          Water Lords<\/strong>. Water is a marid's native element,<\/p>

                          and the genie can manipulate water in virtually any<\/p>

                          way it desires. A marid can walk on water and breathe<\/p>

                          naturally beneath its surface. It can create water or<\/p>

                          shape clouds of fog and mist from the vapor in the air.<\/p>

                          It can even transform itself into mist, or use water as a<\/p>

                          weapon to bludgeon its foes.<\/p>

                           <\/p>

                          Marid Homes<\/strong>. Marids are rare on the Material Plane.<\/p>

                          They inhabit mighty and majestic coral fortresses<\/p>

                          located in the Elemental Plane of Water. These citadels<\/p>

                          float in the depths of the plane and contain opulent, air-
                          filled chambers where slaves and guests reside.<\/p>

                           <\/p>

                          A marid doesn't expect much from its slaves<\/strong>, simply<\/p>

                          wanting to have them for the status of ownership.<\/p>

                          Marids go out of their way to obtain skilled slaves, and<\/p>

                          aren't above kidnapping mortal artists, entertainers, or<\/p>

                          storytellers for use in their courts.<\/p>

                           <\/p>

                          Egotistical Hierarchs<\/strong>. All mar ids claim a title of<\/p>

                          nobility, and the race is awash in shahs, sultans, muftis,<\/p>

                          and khedives. Most of these titles are mere pretense on<\/p>

                          the part of the self-important marids.<\/p>

                          Marids treat all others-including other genies- as<\/p>

                          inferiors of various grades, ranging from poor cousins to<\/p>

                          petty annoyances. They tolerate djinn, dislike dao, and<\/p>

                          despise efreet.<\/p>

                           <\/p>

                          Humanoids<\/strong> are among the lowest of the creatures<\/p>

                          that marids must tolerate, although they sometimes<\/p>

                          deal with powerful wizards and exceptional leaders<\/p>

                          on an almost-equal footing. Doing so has sometimes<\/p>

                          proven to be a mistake, since wizards have managed to<\/p>

                          imprison marids in conch shells, flasks, and decanters<\/p>

                          over the ages. Bribery and flattery are the best means of<\/p>

                          dealing with marids, to which an obsequious mortal is a<\/p>

                          creature that knows its place.<\/p>

                           <\/p>

                          Whimsical Storytellers<\/strong>. Marids are champion tale-
                          tellers, whose favorite legends emphasize the prowess<\/p>

                          of marids in general and of the speaker in particular.<\/p>

                          Fanciful genies, they lie often and creatively. They aren't<\/p>

                          always malicious in their deception, but embellishments<\/p>

                          suit their fancy. Marids consider it a crime for a lesser<\/p>

                          being to interrupt one of their tales, and offending a<\/p>

                          marid is a sure way to invoke its wrath.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Elemental","challenge_rating":"","alignment":"Chaotic Neutral","reference":"Usergen"},{"id":10188,"name":"Githyanki Warrior","full_text":"

                          Githyanki Warrior<\/h2>

                          Medium humanoid (gith), lawful evil<\/p>

                          Armor Class<\/strong> 17 (half plate)<\/p>

                          Hit Points<\/strong> 49 (9d8 + 9)<\/p>

                          Speed<\/strong> 30 ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>

                          15(+2)<\/p><\/td>

                          14(+2)<\/p><\/td>

                          12(+1 )<\/p><\/td>

                          13(+1)<\/p><\/td>

                          13(+1)<\/p><\/td>

                          10(+0)<\/p><\/td><\/tr><\/tbody><\/table>

                          Saving Throws <\/strong>con+3 int+3 wis+3<\/p>

                          senses<\/strong> passive preception<\/p>

                          language<\/strong> gith<\/p>

                          challange<\/strong> 3(700 XP)<\/p>

                          Innate Spellcasting<\/strong> (Psionics). The githyanki's innate<\/p>

                          spellcasting ability is Intelligence. It can innately cast the<\/p>

                          following spells, requiring no components:<\/p>

                          At will<\/strong>: mage hand (the hand<\/p>

                          3\/day<\/strong> each: jump, misty step, nondetection (self only)<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The githyanki makes two greatsword attacks.<\/p>

                          Greatsword<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft<\/p>

                          one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6)<\/p>

                          psychic damage.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"0","alignment":"Lawful Evil","reference":"Usergen"},{"id":10189,"name":"Githyanki Knight","full_text":"

                          Githyanki Knight<\/h2>

                          Medium humanoid (gith), lawful evil<\/p>

                          Armor Class<\/strong> 18 (plate)<\/p>

                          Hit Points<\/strong> 91 (14d8+8)<\/p>

                          Speed<\/strong> 30 ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>

                          16 (+3)<\/p><\/td>

                          14 (+2)<\/p><\/td>

                          15 (+2)<\/p><\/td>

                          14 (+2)<\/p><\/td>

                          14 (+2)<\/p><\/td>

                          15 (+2)<\/p><\/td><\/tr><\/tbody><\/table>

                          saving throws<\/strong> con+5 int+5 wis+5<\/p>

                          senses passive<\/strong> preception 12<\/p>

                          Languages<\/strong> Gith<\/p>

                          challange<\/strong> 8 (3,900 XP)<\/p>

                          Innate Spellcasting<\/strong> (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can inn ately cast the following s pells,requiring no components:<\/p>

                          At will<\/strong>: mage hand (the hand is invisible)<\/p>

                          3\/day<\/strong> each: jump, misty step, nondetection (self only), tongues<\/p>

                          l\/day<\/strong> each: plane shift, telekinesis<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The githyanki makes two silver greatsword attacks.<\/p>

                          Silver Greatsword<\/strong>. Melee Weapon Attack: +9 to hit, reach<\/p>

                          5 ft., one target. Hit: 13 (2d6 + 6)<\/p>

                          10 (3d6) psychic damage. This is a magic weapon attack.<\/p>

                          On a critical hit against a target in an astral body (as with<\/p>

                          the astral projection spell), the githyanki can cut the silvery<\/p>

                          cord that tethers the target to its material body, instead of<\/p>

                          dealing damage.<\/p>

                           <\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"0","alignment":"Lawful Evil","reference":"Usergen"},{"id":10190,"name":"Githzerai Monk","full_text":"

                          Githzerai Monk<\/h2>

                          Medium humanoid (gith), lawful neutral<\/p>

                          Armor<\/strong> Class<\/strong> 14<\/p>

                          Hit Points<\/strong> 38 (7d8 + 7)<\/p>

                          Speed<\/strong> 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          12 (+1)<\/td>15 (+2)<\/td>12 (+1)<\/td>13 (+1)<\/td>14 (+2)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

                          Innate Spellcasting<\/strong> (Psionics). The githzerai's innate<\/p>

                          spellcasting ability is Wisdom. It can innately cast the following<\/p>

                          spells, requiring no components:<\/p>

                          At will<\/strong> : mage hand (the hand is invisible)<\/p>

                          3\/day<\/strong> each: feather fall, jump, see invisibility, shield<\/p>

                          Psychic Defense<\/strong>. While the githzerai is wearing no armor and<\/p>

                          wielding no shield , its AC includes its Wisdom modifier.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The githzerai makes two unarmed strikes.<\/p>

                          Unarmed Strike<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft. ,<\/p>

                          one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8)<\/p>

                          psychic damage<\/strong>. This is a magic weapon attack.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"0","alignment":"Lawful Neutral","reference":"Usergen"},{"id":10191,"name":"Githzerai Zerth ","full_text":"

                          Githzerai Zerth<\/h2>

                          Medium humanoid (gith), lawful neutral<\/p>

                          Armor Class<\/strong> 17<\/p>

                          Hit Points<\/strong> 84 (13d8 + 26)<\/p>

                          Speed<\/strong> 30 ft.<\/p>
                          STR<\/td>DEX<\/td>CON<\/td>INT<\/td>WIS<\/td>CHA<\/td><\/tr>
                          13 (+1)<\/td>18 (+4)<\/td>15 (+2)<\/td>16 (+3)<\/td>17 (+3)<\/td>12 (+1)<\/td><\/tr><\/tbody><\/table>

                          Saving Throws<\/strong> Str +4, Dex +7, lnt +6, Wis +6<\/p>

                          Skills<\/strong> Arcana +6, Insight +6, Perception +6<\/p>

                          Senses<\/strong> passive Perception 16<\/p>

                          Languages<\/strong> Gith<\/p>

                          Challenge<\/strong> 6 (2,300 XP)<\/p>

                          Innate Spellcasting<\/strong> (Psionics). The githzerai's spellcasting<\/p>

                          ability is Wisdom (spell save DC 14, +6 to hit with spell<\/p>

                          attacks). It can innately cast the following spells, requiring no components:<\/p>

                          At will<\/strong>: mage hand (the hand is invisible)<\/p>

                          3\/day<\/strong> each:feather fall, jump, see invisibility, shield<\/p>

                          1\/day<\/strong> each: phantasmal killer, plane shift<\/p>

                          Psychic Defense<\/strong>. While the githzerai is wearing no armor and<\/p>

                          wielding no shield, its AC includes its Wisdom modifier.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The githzerai makes two unarmed strikes.<\/p>

                          Unarmed Strike<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft. ,<\/p>

                          one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8)<\/p>

                          psychic damage<\/strong>. This is a magic weapon attack.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Lawful Neutral","reference":"Usergen"},{"id":10192,"name":"Gnoll Pack Lord ","full_text":"

                          Gnoll Pack Lord<\/h2>

                          Medium humanoid (gno\/1), chaotic evil<\/p>

                          Armor Class<\/strong> 15 (hide armor, shield)<\/p>

                          Hit Points<\/strong> 22 (5d8)<\/p>

                          Speed<\/strong> 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          16 (+3)<\/td>14 (+2)<\/td>13 (+1)<\/td>8 (- 1)<\/td>11 (+0)<\/td>9 (-1)<\/td><\/tr><\/tbody><\/table>

                          Senses<\/strong> darkvision 60ft., passive Perception 10<\/p>

                          Languages<\/strong> Gnoll<\/p>

                          Challenge<\/strong> 2 (450 XP)<\/p>

                          Rampage<\/strong>. When the gnoll reduces a creatu re to 0 hit points<\/p>

                          with a melee attack on its turn , the gnoll can take a bonus<\/p>

                          action to move up to half its speed and make a bite attack.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The gnoll makes two attacks, either with its glaive<\/p>

                          or its lon gbow, and uses its Incite Rampage if it can.<\/p>

                          Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.<\/p>

                          Hit: 5 (1d4 + 3) piercing damage.<\/p>

                          Glaive<\/strong>. Melee Weapon Attack: +5 to hit, reach 10ft., one target.<\/p>

                          Hit: 8 (1d10 + 3) slashing damage .<\/p>

                          Longbow<\/strong>. Ranged Weapon Attack: +4 to hit, range 1 50J600 ft.,<\/p>

                          one target. Hit: 6 (1d8 + 2) piercing damage .<\/p>

                          Incite Rampage<\/strong> (Recharge 5- 6). One creature the gnoll can see<\/p>

                          within 30 feet of it can use its reaction to make a melee attack<\/p>

                          if it can hear the gnoll and has the Rampage trait.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10193,"name":"Gnoll Fang Of Yeenohu","full_text":"

                          Gnoll Fang Of Yeenohu<\/h2>

                          Medium fiend (gno\/1), chaotic evil<\/p>

                          Armor Class<\/strong> 14 (hide armor)<\/p>

                          Hit Points<\/strong> 65 (10d8 + 20)<\/p>

                          Speed<\/strong> 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          17 (+3)<\/td>15 (+2)<\/td>15 (+2)<\/td>10 (+0)<\/td>11 (+0)<\/td>13 (+1)<\/td><\/tr><\/tbody><\/table>

                          Saving Throws<\/strong> Con +4, Wis +2, Cha +3<\/p>

                          Senses<\/strong> darkvision 60ft., passive Perception 10<\/p>

                          Languages<\/strong> Abyssal, Gnoll<\/p>

                          Challenge<\/strong> 4 (1 ,100 XP)<\/p>

                          Rampage<\/strong>. When the gnoll reduces a creatu re to 0 hit points<\/p>

                          with a melee attack on its turn , the gnoll ca n take a bonus<\/p>

                          action to move up to half its speed and make a bite attack.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The gnoll makes three attacks: one with its bite<\/p>

                          and two with its claws.<\/p>

                          Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.<\/p>

                          Hit: 6 (1d6 + 3) pierci ng damage, and the target must<\/p>

                          succeed on a DC 12 Constitution saving throw or take 7 (2d6)<\/p>

                          poison damage.<\/p>

                          Claw<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.<\/p>

                          Hit: 7 (1d 8 + 3) slas hing damage.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10194,"name":"Goblin Boss","full_text":"

                          Goblin Boss<\/h2>

                          Small humanoid (goblinoid), neutral evil<\/p>

                          Armor Class<\/strong> 17 (chain shirt, shield)<\/p>

                          Hit Points<\/strong> 21 (6d6)<\/p>

                          Speed<\/strong> 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          10 (+0)<\/td>14 (+2)<\/td>10 (+0)<\/td>10 (+0)<\/td>14 (+2)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

                          Skills<\/strong> Stealth +6<\/p>

                          Senses<\/strong> darkvision 60ft., passive Perception 9<\/p>

                          Languages<\/strong> Common, Goblin<\/p>

                          Challenge<\/strong> 1 (200 XP)<\/p>

                          Nimble Escape<\/strong>. The goblin can take the Disengage or Hide<\/p>

                          action as a bonus action on each of its turns.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The goblin makes two attacks with its scimitar.<\/p>

                          The second attack has disadvantage.<\/p>

                          Scimitar<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one<\/p>

                          target. Hit: 5 (1d6 + 2) slashing damage.<\/p>

                          javelin<\/strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or<\/p>

                          range 30\/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.<\/p>

                          REACTIONS<\/strong><\/p>

                          Redirect Attack<\/strong>. When a creature the goblin can see targets<\/p>

                          it with an attack, the goblin chooses another goblin within 5<\/p>

                          feet of it. The two goblins swap places, and the chosen goblin<\/p>

                          becomes the target instead.<\/p><\/div>","family":"","ch":"0","size":"Small","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10195,"name":"Grell ","full_text":"

                          Grell<\/h2>

                          Medium aberration, neutral evil<\/p>

                          Armor Class<\/strong> 12<\/p>

                          Hit Points<\/strong> 55 (10d8 + 10)<\/p>

                          Speed<\/strong> 10ft., fly 30ft. (hover)<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          15 (+2)<\/td>14 (+2)<\/td>13 (+1)<\/td>12 (+1)<\/td>11 (+0)<\/td>9 (- 1)<\/td><\/tr><\/tbody><\/table>

                          Skills<\/strong> Perception +4, Stealth +6<\/p>

                          Damage Immunities<\/strong> lightning<\/p>

                          Condition Immunities<\/strong> blinded, prone<\/p>

                          Senses<\/strong> blindsight 60ft. (blind beyond this radius),<\/p>

                          passive<\/strong> Perception 14<\/p>

                          Languages<\/strong> Grell<\/p>

                          Challenge<\/strong> 3 (700 XP)<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The grell makes two attacks: one with its tentacles<\/p>

                          and one with its beak.<\/p>

                          Tentacles<\/strong>. Melee Weapon Attack: +4 to hit, reach 10ft., one<\/p>

                          creature. Hit: 7 (1d10 + 2) piercing damage, and the target<\/p>

                          must succeed on a DC 11 Constitution saving throw or be<\/p>

                          poisoned for 1 minute. The poiso ned target is paralyzed, and<\/p>

                          it can repeat the saving throw at the end of each of its turns,<\/p>

                          ending the effect on a success.<\/p>

                          The target is also grappled (escape DC 15). If the target is<\/p>

                          Medium or smaller, it is also restrained until this grapple ends.<\/p>

                          While grappling the target, the grell has advantage on attack<\/p>

                          rolls agai nst it and can't use this attack aga inst other targets.<\/p>

                          When the grell moves, any Medium or sma ller target it is<\/p>

                          gra ppling moves with it.<\/p>

                          Beak<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.<\/p>

                          Hit: 7 (2d4 + 2) piercing damage.<\/p>

                           <\/p>

                          A grell<\/strong> resembles a bulbous floating brain with a wide,<\/p>

                          sharp beak. Its ten long tentacles a re made of hundreds<\/p>

                          of ring-shaped muscles sheathed in tough fibrous<\/p>

                          hide. Sharp barbs line the tip each tentacle and inject<\/p>

                          paralytic venom. The grell can pa rti ally retract its barbs<\/p>

                          into its tentacles to handle or manipulate objects it<\/p>

                          doesn't want to pierce or tear.<\/p>

                           <\/p>

                          Grells have no eyes<\/strong> and floats by means of a sort of<\/p>

                          levitation. They have keen hearing, however, and their<\/p>

                          skin is s ensitive to vibrations and electrical fields,<\/p>

                          a llowing them to detect the presence of creatures and<\/p>

                          objects in their immediate vicinity. The creature's ability<\/p>

                          to manipulate electricity to sense and move also allow it<\/p>

                          to absorb lightning without harm.<\/p>

                          Although solitary by nature, grells sometimes gather<\/p>

                          in small groups called covens.<\/p>

                           <\/p>

                          Floating Ambushers<\/strong>. A grell prefers to ambush<\/p>

                          lone creatures or stragglers, hovering silently near the<\/p>

                          ceiling of a passage or cavern until a suitable target<\/p>

                          passes below, whereupon it descends quickly and wraps<\/p>

                          its tentacles around its prey. It then floats away to its lair<\/p>

                          with the paralyzed creature in its clutches.<\/p>

                           <\/p>

                          Alien Devourers<\/strong>. Grell are alien predators that group<\/p>

                          other creatures into three categories: edibles, inedibles,<\/p>

                          and Great Eaters (those rare creatures that might prey<\/p>

                          on a grell). Grells have no compunction about attacking<\/p>

                          creatures they classify as edible, including humanoids.<\/p>

                          They tend to avoid bigger creatures that they have little<\/p>

                          hope of carrying away.<\/p>

                           <\/p>

                          A grell will sometimes<\/strong> allow adventurers to wage<\/p>

                          war on the other monstrous inhabitants of the dungeon<\/p>

                          complex it calls home, staying out of the adventurers'<\/p>

                          way as they dispose of larger threats while waiting for<\/p>

                          the right time to strike.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10196,"name":"Grick Alpha ","full_text":"

                          Grick Alpha<\/h2>

                          Large monstrosity, neutral<\/p>

                          Armor Class<\/strong> 18 (natural armor)<\/p>

                          Hit Points<\/strong> 75 (10d10 + 20)<\/p>

                          Speed<\/strong> 30ft., clim b 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          18 (+4)<\/td>16 (+3)<\/td>15 (+2)<\/td>4 (-3)<\/td>14 (+2)<\/td>9 (-1)<\/td><\/tr><\/tbody><\/table>

                          Damage Resistances<\/strong> bludgeoning, piercing, and slashing<\/p>

                          damage from nonmagical weapons<\/p>

                          Senses<\/strong> darkvision 60ft., passive Perception 12<\/p>

                          Languages<\/strong> -<\/p>

                          Challenge<\/strong> 7 (2,900 XP)<\/p>

                          Stone Camouflage<\/strong>. The grick has advantage on Dexterity<\/p>

                          (Stealth) checks made to hide in rocky terrain.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The grick makes two attacks: one with its tail and<\/p>

                          one with its tentacles. If it hits with its tentacles, the grick can<\/p>

                          make one beak attack against the same target.<\/p>

                          Tail<\/strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one target.<\/p>

                          Hit: 11 (2d6 + 4) bludgeoning damage.<\/p>

                          Tentacles<\/strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one<\/p>

                          target. Hit: 22 (4d8 + 4) slashing damage.<\/p>

                          Beak<\/strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one target.<\/p>

                          Hit: 13 (2d8 + 4) piercing damage.<\/p>

                           <\/p>

                          The wormlike grick waits unseen<\/strong>, blending in with the<\/p>

                          rock of the caves and caverns it haunts. Only when prey<\/p>

                          comes near does it rear up, its four barbed tentacles<\/p>

                          unfurling to reveal its hungry, snapping beak.<\/p>

                           <\/p>

                          Passive Predators<\/strong>. Gricks rarely hunt. Instead, they<\/p>

                          drag their rubbery bodies to places where creatures<\/p>

                          regularly pass, lurking out of sight amid rocky rubble<\/p>

                          and debris, squeezing into burrows, holes, or crevices,<\/p>

                          climbing up to ledges, or coiling a round stalactites<\/p>

                          to drop on unwary prey. A grick consumes virtually<\/p>

                          anything that moves except for other gricks. It targets<\/p>

                          the nearest prey, grabbing a fallen creature with its<\/p>

                          tentacles and dragging it off to eat alone.<\/p>

                           <\/p>

                          Roving Ambushers<\/strong>. Gricks remain in an area until<\/p>

                          the food supply dwindles, often because sentient<\/p>

                          creatures become aware of their presence and plot<\/p>

                          alternate routes a round their lairs. When prey is scarce<\/p>

                          in the Underdark, gricks venture aboveground to hunt<\/p>

                          in the wilderness, lurking in trees or on cliff-side ledges.<\/p>

                          A grick pack is often led by a single well-fed, oversized<\/p>

                          alpha around which the others congregate.<\/p>

                           <\/p>

                          Spoils of Slaughter<\/strong>. Over time, grick lairs accumulate<\/p>

                          the cast-off possessions of intelligent prey, and expert<\/p>

                          guides know to look out for these telltale signs.<\/p>

                          Underdark explorers sometimes seal off the routes<\/p>

                          leading to and from a grick lair to starve them, then<\/p>

                          claim the wealth of the foul creatures' victims.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10197,"name":"Helmed Horor","full_text":"

                          Helmed Horor<\/h2>

                          Medium construct, neutral<\/p>

                          Armor Class<\/strong> 20 (plate, shield)<\/p>

                          Hit Points<\/strong> 60 (8d8 + 24)<\/p>

                          Speed<\/strong> 30ft., fly 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          18 (+4)<\/td>13 (+1)<\/td>16 (+3)<\/td>10 (+0)<\/td>10 (+0)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

                          Skills<\/strong> Perception +4<\/p>

                          Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p>

                          non magical weapons that aren't adamantine<\/p>

                          Damage Immunities<\/strong> force, necrotic, poison<\/p>

                          Condition Immunities<\/strong> blinded, charmed, deafened, frightened,<\/p>

                          paralyzed, petrified, poisoned, stunned<\/p>

                          Senses<\/strong> blind sight 60ft. (blind beyond this radius),<\/p>

                          passive Perception 14<\/p>

                          Languages<\/strong> understands the languages of its creator but<\/p>

                          can't speak<\/p>

                          Challenge<\/strong> 4 (1 ,100 XP)<\/p>

                          Magic Resistance<\/strong>. The helmed horror has advantage on saving<\/p>

                          throws against spells and other magical effects.<\/p>

                          Spell Immunity<\/strong>. The helmed horror is immune to three spells<\/p>

                          chosen by its creator. Typical immunities include fireball, heat<\/p>

                          metal, and lightning bolt.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The helmed horror makes two longsword attacks.<\/p>

                          Longsword<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one<\/p>

                          target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)<\/p>

                          slashing damage if used with two hands.<\/p>

                           <\/p>

                          This construct possesses<\/strong> intelligence, the ability<\/p>

                          to reason and adjust its tactics, and an unswerving<\/p>

                          devotion to its maker that persists even after its<\/p>

                          maker's demise. Resembling an animated suit of<\/p>

                          empty plate armor, a helmed horror serves without<\/p>

                          ambition or emotion.<\/p>

                           <\/p>

                          Magical Purpose<\/strong>. Though it takes more magical<\/p>

                          resources to create a helmed horror than a lesser<\/p>

                          suit of animated armor, the helmed horror requires<\/p>

                          less direction and maintenance as it carries out its<\/p>

                          appointed tasks. A helmed horror follows its orders<\/p>

                          with complete loyalty, and is intelligent enough to<\/p>

                          understand the difference between an order's intent and<\/p>

                          its exact wording. Unlike many constructs, it seeks to<\/p>

                          fulfill the former rather than slavishly follow the latter.<\/p>

                           <\/p>

                          Tactical Cunning<\/strong>. A helmed horror fights with<\/p>

                          the cunning of a skilled warrior, taking to the air as<\/p>

                          it attacks weaker characters and spellcasters first.<\/p>

                          However, a helmed horror lacks the insight to change<\/p>

                          its environment, fortify it, or otherwise take active<\/p>

                          measures to improve its defensive position.<\/p>

                           <\/p>

                          Constructed Nature<\/strong>. A helmed horror doesn't<\/p>

                          require air, food, drink, or sleep.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Construct","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10198,"name":"Hobgoblin Capitan","full_text":"

                          Hobgoblin Capitan<\/h2>

                          Medium humanoid (goblinoid), lawful evil<\/p>

                          Armor Class<\/strong> 17 (half plate)<\/p>

                          Hit Points<\/strong> 39 (6d8 + 12)<\/p>

                          Speed<\/strong> 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          15 (+2)<\/td>14 (+2)<\/td>14 (+2)<\/td>12 (+1)<\/td>10 (+0)<\/td>13 (+1)<\/td><\/tr><\/tbody><\/table>

                          Senses<\/strong> darkvision 60ft., passive Perception 10<\/p>

                          Languages<\/strong> Common, Goblin<\/p>

                          Challenge<\/strong> 3 (700 XP)<\/p>

                          Martial Advantage<\/strong>. Once per turn, the hobgoblin can deal<\/p>

                          an extra 10 (3d6) damage to a creature it hits with a weapon<\/p>

                          attack if that creature is with in 5 feet of an ally of the hobgoblin<\/p>

                          that isn't incapacitated.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The hobgoblin makes two greatsword attacks.<\/p>

                          Greatsword<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one<\/p>

                          target. Hit: 9 (2d6 + 2) piercing damage.<\/p>

                          Javelin<\/strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or<\/p>

                          range 30\/ 120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.<\/p>

                          Leadership<\/strong> (Recharges after a Short or Long Rest). For 1<\/p>

                          minute, the hobgoblin can utter a special command or warning<\/p>

                          whenever a nonhostile creature that it can see within 30 feet<\/p>

                          of it makes an attack roll or a saving throw. The creature can<\/p>

                          add a d4 to its roll provided it can hear and understand the<\/p>

                          hobgoblin. A creature can benefit from only one Leadership die<\/p>

                          at a time. This effect ends if the hobgoblin is incapacitated.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Evil","reference":"Usergen"},{"id":10199,"name":"Hobgoblin Warlord ","full_text":"

                          Hobgoblin Warlord<\/h2>

                          Medium humanoid (goblinoid), lawful evil<\/p>

                          Armor Class<\/strong> 20 (plate, shield)<\/p>

                          Hit Points<\/strong> 97 (13d8 + 39)<\/p>

                          Speed<\/strong> 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          16 (+3)<\/td>14 (+2)<\/td>16 (+3)<\/td>14 (+2)<\/td>11 (+0)<\/td>15 (+2)<\/td><\/tr><\/tbody><\/table>

                          Saving Throws<\/strong> lnt +5, Wis +3, Cha +5<\/p>

                          Senses<\/strong> darkvision 60ft., passive Perception 10<\/p>

                          Languages<\/strong> Common, Goblin<\/p>

                          Challenge<\/strong> 6 (2,300 XP)<\/p>

                          Martial Advantage<\/strong>. Once per turn, the hobgoblin can deal an<\/p>

                          extra 14 (4d6) damage to a creature it hits with a weapon attack<\/p>

                          if that creature is within 5 feet of an ally of the hobgoblin that<\/p>

                          isn't incapacitated.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The hobgoblin makes three melee attacks.<\/p>

                          Alternatively, it can make two ranged attacks with its javelins.<\/p>

                          Longsword<\/strong>. Melee Weapon Attack: +9 to hit, reach 5 ft., one<\/p>

                          target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)<\/p>

                          slashing damage if used with two hands.<\/p>

                          Shield<\/strong> Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one<\/p>

                          creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is<\/p>

                          Large or smaller, it must succeed on a DC 14 Strength saving<\/p>

                          throw or be knocked prone.<\/p>

                          javelin<\/strong>. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or<\/p>

                          range 30\/120 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.<\/p>

                          Leadership<\/strong> (Recharges after a Short or Long Rest). For 1<\/p>

                          minute, the hobgoblin can utter a special command or warning<\/p>

                          whenever a non hostile creature that it can see within 30 feet<\/p>

                          of it makes an attack roll or a saving throw. The creature can<\/p>

                          add a d4 to its roll provided it can hear and understand the<\/p>

                          hobgoblin. A creature can benefit from only one Leadership die<\/p>

                          at a time. This effect ends if the hobgoblin is incapacitated.<\/p>

                          REACTIONS<\/strong><\/p>

                          Parry<\/strong>. The hobgoblin adds 3 to its AC against one melee attack<\/p>

                          that would hit it. To do so, the hobgoblin must see the attacker<\/p>

                          and be wielding a melee weapon.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Lawful Evil","reference":"Usergen"},{"id":10200,"name":"Hook Horror","full_text":"

                          Hook Horror<\/h2>

                          Large monstrosity, neutral<\/p>

                          Armor Class<\/strong> 15 (natural armor)<\/p>

                          Hit Points<\/strong> 75 (10d10 + 20)<\/p>

                          Speed<\/strong> 30ft., climb 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          18 (+4)<\/td>10 (+0)<\/td>15 (+2)<\/td>6 (-2)<\/td>12 (+1)C<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                          Skills<\/strong> Perception +3<\/p>

                          Senses<\/strong> blindsight 60ft., darkvision 10ft., passive Perception 13<\/p>

                          Languages<\/strong> Hook Horror<\/p>

                          Challenge<\/strong> 3 (700 XP)<\/p>

                          Echolocation<\/strong>. The hook horror can't use its blindsight<\/p>

                          while deafened.<\/p>

                          Keen Hearing<\/strong>. The hook horror has advantage on Wisdom<\/p>

                          (Perception) checks that rely on hearing.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The hook horror makes two hook attacks.<\/p>

                          Hook<\/strong>. Melee Weapon Attack: +6 to hit, reach 10ft., one target.<\/p>

                          Hit: 11 (2d6 + 4) piercing damage.<\/p>

                           <\/p>

                          A fierce predator of the Underdark<\/strong>, the hook horror<\/p>

                          aggressively defends its hunting grounds. The<\/p>

                          subterranean caverns where these creatures dwell echo<\/p>

                          with the constant clacking and scraping of their hooks<\/p>

                          as they wend their way up cliffs and along cavern walls.<\/p>

                          The monstrous hook horror has a head resembling a<\/p>

                          vulture's and the torso of an enormous beetle, with an<\/p>

                          exoskeleton studded by sharp, bony protuberances. It<\/p>

                          gains its name from its long, powerfully built arms and<\/p>

                          legs, which end in wickedly curved hooked claws.<\/p>

                           <\/p>

                          Echoes in the Dark<\/strong>. Hook horrors communicate by<\/p>

                          striking their hooks against their exoskeletons or the<\/p>

                          stone surfaces around them. What sounds to others like<\/p>

                          random clacking noise is actually a complex language<\/p>

                          that only hook horrors understand, and which carries<\/p>

                          for miles through the echoing Underdark.<\/p>

                           <\/p>

                          Pack Predators<\/strong>. The omnivorous hook horrors eat<\/p>

                          lichens, fungi, plants, and any creature they can catch.<\/p>

                          A hook horror's hooked limbs give it excellent purchase<\/p>

                          on rock surfaces, and these creatures use their<\/p>

                          climbing skills to ambush prey from above. They hunt<\/p>

                          in packs, working together against the largest and most<\/p>

                          dangerous opponents. If a battle goes poorly, a hook<\/p>

                          horror quickly climbs a cavern wall to flee.<\/p>

                           <\/p>

                          Dedicated Clans<\/strong>. Hook horrors live in extended<\/p>

                          family groups or clans. Each clan is ruled by the eldest<\/p>

                          female, who typically places her mate in charge of<\/p>

                          the clan's hunters. Hook horrors lay eggs, which are<\/p>

                          clustered in a central, well-defended area of a clan's<\/p>

                          home caverns.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10201,"name":"Intellect Devourer","full_text":"

                          Intellect Devourer<\/h2>

                          Tiny aberration, lawful evil<\/p>

                          Armor Class<\/strong> 12<\/p>

                          Hit Points<\/strong> 21 (6d4 + 6)<\/p>

                          Speed<\/strong> 40ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          6 (- 2)<\/td>14 (+2)<\/td>13 (+1)<\/td>12 (+1)<\/td>11 (+0)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

                          Skills<\/strong> Perception +2, Stealth +4<\/p>

                          Damage Resistances<\/strong> bludgeoning, piercing, and sl ashing from<\/p>

                          non magical weapons<\/p>

                          Condition Immunities<\/strong> blinded<\/p>

                          Senses<\/strong> blindsight 60ft. (blind beyond this radius),<\/p>

                          passive Perception 12<\/p>

                          languages<\/strong> understands Deep Speech but can't speak,<\/p>

                          telepathy 60ft.<\/p>

                          Challenge<\/strong> 2 (450 XP)<\/p>

                          Detect Sentience<\/strong>. The intellect devourer can sense the<\/p>

                          presence and location of any creature within 300 feet of it that<\/p>

                          has an Intelligence of 3 or higher, regardless of interposing<\/p>

                          barriers, unless the creature is protected by a mind blank spell.<\/p>

                          ACTIONS<\/strong><\/p>

                          Multiattack<\/strong>. The intellect devourer makes one attack with its<\/p>

                          claws and uses Devour Intellect.<\/p>

                          Claws<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p>

                          Hit: 7 (2d4 + 2) slashing damage.<\/p>

                          Devour Intellect<\/strong>. The intellect devourer targets one creature<\/p>

                          it can see within 10 feet of it that has a brain. The target must<\/p>

                          succeed on a DC 12 Intelligence saving throw aga inst this<\/p>

                          magic or take 11 (2d10) psychic damage. Also on a failure,<\/p>

                          roll3d6: If the total equals or exceeds the target's Intelligence<\/p>

                          score, that score is reduced to 0. The target is stunned until it<\/p>

                          regains at least one point of Intelligence.<\/p>

                          Body Thief<\/strong>. The intellect devourer initiates an Intelligence<\/p>

                          contest with an incapacitated humanoid within 5 feet of it. If<\/p>

                          it wins the contest, the intellect devourer magically consumes<\/p>

                          the target's brain, teleports into the target's skull, and takes<\/p>

                          control of the target's body. While inside a creature, the<\/p>

                          intellect devourer has total cover against attacks and other<\/p>

                          effects originating outsiDe its host. The intellect devourer<\/p>

                          retains its Intelligence, Wisdom, and Charisma scores, as<\/p>

                          well as its understanding of Deep Speech, its telepathy, and<\/p>

                          its traits. It otherwise adopts the target's statistics. It knows<\/p>

                          everything the creature knew, including spells and languages.<\/p>

                          If the host body<\/strong> drops to 0 hit points, the intellect devourer<\/p>

                          must leave it. A protection from evil and good spell cast on the<\/p>

                          body drives the intellect devourer out. The intellect devourer<\/p>

                          is also forced out if the target regains its devoured brain by<\/p>

                          means of a wish. By spending 5 feet of its movement, the<\/p>

                          intellect devourer can voluntarily leave the body, teleporting to<\/p>

                          the nearest unoccupied space within 5 feet of it. The body then<\/p>

                          dies, unless its brain is restored within 1 round.<\/p>

                           <\/p>

                          An intellect devourer<\/strong> resembles a walking brain<\/p>

                          protected by a crusty covering and set on bestial clawed<\/p>

                          legs. This foul aberration feeds on the intelligence of<\/p>

                          sentient creatures, taking over a victim's body on behalf<\/p>

                          of its mind ftayer masters.<\/p>

                           <\/p>

                          Illithid Creations<\/strong>. Mind ftayers breed intellect<\/p>

                          devourers to serve as roaming hunters of the<\/p>

                          Underdark, creating an intellect devourer by taking the<\/p>

                          brain of a thrall and subjecting it to a horrible ritual. As<\/p>

                          it sprouts legs, the brain becomes an intelligent predator<\/p>

                          as twisted and evil as its masters.<\/p>

                           <\/p>

                          Deadly Puppet Masters<\/strong>. An intellect devourer<\/p>

                          consumes a creature's mind and memories, then turns<\/p>

                          the host body into a puppet under its control. An intellect<\/p>

                          devourer typically uses its puppet host to lure others<\/p>

                          into the domain of the mind flayers to be enthralled<\/p>

                          or consumed.<\/p><\/div>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Evil","reference":"Usergen"},{"id":10202,"name":"Kenku","full_text":"

                          Kenku<\/h2>

                          Medium humanoid(kenku), chaotic neutral<\/p>

                          Armor class<\/strong> 13<\/p>

                          Hit points<\/strong> 13 (3d8)<\/p>

                          Speed<\/strong> 30 ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          10 (+0)<\/td>16 (+3)<\/td>10 (+0)<\/td>11 (+0)<\/td>10 (+0)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

                          Skills<\/strong> Deception +4, Perception +2, Stea lth +5<\/p>

                          Senses passive<\/strong> Perception 12<\/p>

                          Languages<\/strong> understands Auran and Common but speaks only<\/p>

                          through the use of its Mimicry trait<\/p>

                          Challenge<\/strong> 1\/4 (50 XP)<\/p>

                          Ambusher<\/strong>. The kenku has advantage on attack rolls against any<\/p>

                          creature it has surprised.<\/p>

                          Mimicry<\/strong>. The kenku can mimic any sounds it has heard,<\/p>

                          including voices. A creature that hears the sounds can tell they<\/p>

                          are imitations with a successful DC 14 Wisdom (Insight) check.<\/p>

                          ACTIONS<\/strong><\/p>

                          Shortsword<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p>

                          target. Hit: 6 (1d6 + 3) piercing damage.<\/p>

                          Shortbow<\/strong>. Ranged Weapon Attack: +5 to hit, range 80\/320 ft. ,<\/p>

                          one target. Hit: 6 (1d6 + 3) piercing damage.<\/p>

                           <\/p>

                          Kenku are feathered humanoids<\/strong> that wander the world<\/p>

                          as vagabonds, driven by greed. They can perfectly<\/p>

                          imitate any sound they hear.<\/p>

                           <\/p>

                          Fallen Flocks<\/strong>. Kenku wear ill-fitting cloaks, robes,<\/p>

                          and rags. These garments cover the soft, sleek feathers<\/p>

                          of their bodies, shrouding their bare arms and legs.<\/p>

                          They tread lightly when they walk, on talons made for<\/p>

                          grasping the branches of trees and seizing prey from the<\/p>

                          lofty skies. Soft as the wind they move, so as not to draw<\/p>

                          attention to their shameful forms.<\/p>

                           <\/p>

                          Once, the kenku held the wind<\/strong> in their wings,<\/p>

                          embracing the gusty sky and singing the sweet language<\/p>

                          of birdsong. Serving a master whose identity is now<\/p>

                          lost to their memory, the kenku coveted the glittering<\/p>

                          baubles of his household, and longed to speak so<\/p>

                          that they could cajole and swindle others out of such<\/p>

                          treasures. Stealing the secret of speech from a volume<\/p>

                          in their master's library, they disguised themselves<\/p>

                          in rags to beg for pretty things. When their master<\/p>

                          learned of their greed, he stripped away their wings as<\/p>

                          punishment, forcing them to beg forever.<\/p>

                           <\/p>

                          Speech in Pantomime<\/strong>. Kenku can mimic the sound<\/p>

                          of anything they hear. A kenku asking for money might<\/p>

                          make the sound of coins clinking t9gether, and a<\/p>

                          kenku referring to a busy marketplace can reproduce<\/p>

                          the cacophony of hawking vendors, barking dogs,<\/p>

                          bleating sheep, and the cries of street urchins. When<\/p>

                          mimicking voices, they can only repeat words and<\/p>

                          phrases they have heard, not create new sentences.<\/p>

                          To converse with a kenku is to witness a performance of<\/p>

                          imitated sounds and almost nonsensical verse.<\/p>

                           <\/p>

                          Kenku speak to one another<\/strong> in much the same<\/p>

                          way. Because they are adept at interpreting one<\/p>

                          another's glances and gestures, the sounds they make<\/p>

                          to communicate complex ideas or emotions can be<\/p>

                          succinct. Groups of kenku also develop secret codes.<\/p>

                          For example, a cat's meow might be the secret code for<\/p>

                          \"Prepare to attack!\" or \"Flee for your lives!\"<\/p>

                          Their talent for mimicry extends to handwriting, and<\/p>

                          criminal organizations often employ kenku to forge<\/p>

                          documents. When a kenku commits a crime, it might<\/p>

                          forge evidence to implicate another creature.<\/p>

                           <\/p>

                          The Wistful Wingless<\/strong>. All kenku pine for the ability<\/p>

                          to fly, and thus the punishments they mete out to one<\/p>

                          another often involve false wings, such as heavy wings<\/p>

                          of wood borne as a mark of shame. As a final, tragic<\/p>

                          reminder of the wings they once had, kenku carry<\/p>

                          out executions by hurling their condemned from tall<\/p>

                          buildings or cliffs.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Chaotic Neutral","reference":"Usergen"},{"id":10203,"name":"Winged Kobold","full_text":"

                          Winged Kobold<\/h2>

                          Small humanoid (kobold), lawful evil<\/p>

                          Armor Class<\/strong> 13<\/p>

                          Hit Points<\/strong> 7 (3d6 - 3)<\/p>

                          Speed<\/strong> 30 ft., fly 30 ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          7 (- 2)<\/td>16 (+3)<\/td>9 (-1)<\/td>8 (- 1)<\/td>7 (- 2)<\/td>8 (- 1)<\/td><\/tr><\/tbody><\/table>

                          Senses<\/strong> darkvision 60ft., passive Perception 8<\/p>

                          Languages<\/strong> Common, Draconic<\/p>

                          Challenge<\/strong> 1\/4 (50 XP)<\/p>

                          Sunlight Sensitivity<\/strong>. While in sunlight, the kobold has<\/p>

                          disadvantage on attack rolls, as well as on Wisdom<\/p>

                          (Perception) checks that rely on sight.<\/p>

                          Pack Tactics<\/strong>. The kobold has advantage on an attack roll<\/p>

                          against a creature if at least one of the kobold's allies is within<\/p>

                          5 feet of the creatu re and the ally isn't incapacitated.<\/p>

                          ACTIONS<\/strong><\/p>

                          Dagger<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

                          Hit: 5 (1d4 + 3) piercing damage.<\/p>

                          Dropped Rock<\/strong>. Ranged Weapon Attack: +5 to hit,<\/p>

                          one target directly below the kobold. Hit: 6 (1d6 + 3)<\/p>

                          bludgeoning damage.<\/p>","family":"","ch":"0","size":"Small","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"0","alignment":"Lawful Evil","reference":"Usergen"},{"id":10204,"name":"Kuo-Toa","full_text":"

                          Kuo-Toa<\/h2>

                          Medium humanoid (kuo-toa), neutral evil<\/p>

                          Armor Class<\/strong> 13 (natural armor, shield)<\/p>

                          Hit Points<\/strong> 18 (4d8)<\/p>

                          Speed<\/strong> 30ft., swim 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          13 (+1)<\/td>10 (+0)<\/td>11 (+0)<\/td>11 (+0)<\/td>10 (+0)<\/td>8 (- 1)<\/td><\/tr><\/tbody><\/table>

                          Skills<\/strong> Perception +4<\/p>

                          Senses<\/strong> darkvision 120 ft. , passive Perception 14<\/p>

                          Languages<\/strong> Undercommon<\/p>

                          Challenge<\/strong> 1\/4 (50 XP)<\/p>

                          Amphibious<\/strong>. The kuo-toa can breathe air and water.<\/p>

                          Otherworldly Perception. The kuo-toa can sense the presence<\/p>

                          of any creature within 30 feet of it that is invisible or on the<\/p>

                          Ethereal Plane. It can pinpoint such a creature that is moving.<\/p>

                          Slippery<\/strong>. The kuo-toa has advantage on ability checks and<\/p>

                          saving throws made to escape a grapple.<\/p>

                          Sunlight Sensitivity<\/strong>. While in sunlight, the kuo-toa has<\/p>

                          disadvantage on attack rolls, as well as on Wisdom<\/p>

                          (Perception) checks that rely on sight.<\/p>

                          ACTIONS<\/strong><\/p>

                          Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.<\/p>

                          Hit: 3 (1d4 + 1) piercing damage.<\/p>

                          Spear<\/strong>. Melee or Ranged Weapon Attack: +3 t0 hit, reach 5 ft. or<\/p>

                          range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or<\/p>

                          5 (1d8 + 1) piercing damage if used with two hands to make a<\/p>

                          melee attack.<\/p>

                          Net<\/strong>. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one Large<\/p>

                          or smaller creature. Hit: The target is restrained. A creature<\/p>

                          can use its action to make a DC 10 Strength check to free itself<\/p>

                          or another creature in a net, ending the effect on a success.<\/p>

                          Dealing 5 slashing damage to the net (AC 10) frees the target<\/p>

                          without harming it and destroys the net.<\/p>

                          REACTIONS<\/strong><\/p>

                          Sticky Shield<\/strong>. When a creature misses the kuo-toa with a melee<\/p>

                          weapon attack, the kuo-toa uses its sticky shield to catch<\/p>

                          the weapon. The attacker must succeed on a DC 11 Strength<\/p>

                          saving throw, or the weapon becomes stuck to the kuo-toa's<\/p>

                          shield. If the weapon's wielder can't or won't let go of the<\/p>

                          weapon, the wielder is grappled while the weapon is stuck.<\/p>

                          While stuck, the weapon can't be used. A creature can pull<\/p>

                          the weapon free by taking an action to make a DC 11 Strength<\/p>

                          check and succeeding.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10207,"name":"Kuo-Toa Archpriest ","full_text":"

                          Kuo-Toa Archpriest<\/h2>

                          Medium humanoid (kuo-toa), neutral evil<\/p>

                          Armor Class<\/strong> 13 (natural armor)<\/p>

                          Hit Points<\/strong> 97 (13d8 + 39)<\/p>

                          Speed<\/strong> 30ft., swim 30ft.<\/p>
                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                          16 (+3)<\/td>14 (+2)<\/td>16 (+3)<\/td>13 (+1)<\/td>16 (+3)<\/td>14 (+2)<\/td><\/tr><\/tbody><\/table>

                          Skills<\/strong> Perception +9, Religion +6<\/p>

                          Senses<\/strong> darkvision 120ft., passive Perception 19<\/p>

                          Languages<\/strong> Undercommon<\/p>

                          Challenge<\/strong> 6 (2.300 XP)<\/p>

                          Amphibious<\/strong>. The kuo-toa can breathe air and water.<\/p>

                          Otherworldly Perception<\/strong>. The kuo-toa can sense the presence<\/p>

                          of any creature within 30 feet of it that is invisible or on the<\/p>

                          Ethereal Plane<\/strong>. It can pinpoint such a creature that is moving.<\/p>

                          Slippery<\/strong>. The kuo-toa has advantage on ability checks and<\/p>

                          saving throws made to escape a grapple.<\/p>

                          Sunlight Sensitivity<\/strong>. While in sunlight, the kuo-toa has<\/p>

                          disadvantage on attack rolls, as well as on Wisdom<\/p>

                          (Perception) checks that rely on sight.<\/p>

                          Spellcasting<\/strong>. The kuo-toa is a lOth-level spell caster. Its<\/p>

                          spellcasting ability is Wisdom (spell save DC 14, +6 to hit<\/p>

                          with spell attacks). The kuo-toa has the following cleric<\/p>

                          spells prepared<\/strong>:<\/p>

                          Cantrips<\/strong> (at will): guidance, sacred flame, thaumaturgy<\/p>

                          • lst level (4 slots): detect magic, sanctuary, shield of faith<\/li>
                          • 2nd level (3 slots): hold person, spiritual weapon<\/li>
                          • 3rd level (3 slots): spirit guardians, tongues<\/li>
                          • 4th level (3 slots): control water, divination<\/li>
                          • 5th level (2 slots): mass cure wounds, scrying<\/li><\/ul>

                            Multiattack<\/strong>. The kuo-toa makes two melee attacks.<\/p>

                            Scepter<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one<\/p>

                            target. Hit: 6 (ld6 + 3) bludgeoning damage plus 14 (4d6)<\/p>

                            lightning damage.<\/p>

                            Unarmed Strike<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft.,<\/p>

                            one target. Hit: 4 (ld4 + 2) bludgeoning damage.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10208,"name":"Kuo-Toa Whip","full_text":"

                            Kuo-Toa Whip<\/h2>

                            Medium humanoid (kuo-toa), neutral evil<\/p>

                            Armor Class<\/strong> 11 (natural armor)<\/p>

                            Hit Points<\/strong> 65 (l0d8 + 20)<\/p>

                            Speed<\/strong> 30ft., swim 30 ft.<\/p>
                            STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                            14 (+2)<\/td>10 (+0)<\/td>14 (+2)<\/td>12 (+1)<\/td>14 (+2)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

                            Skills<\/strong> Perception +6, Religion +4<\/p>

                            Senses<\/strong> darkvision 120 ft., passive Perception 16<\/p>

                            Languages<\/strong> Undercommon<\/p>

                            Challenge<\/strong> 1 (200 XP)<\/p>

                            Amphibious<\/strong>. The kuo-toa can breathe air and water.<\/p>

                            Otherworldly Perception<\/strong>. The kuo-toa can sense the presence<\/p>

                            of any creature within 30 feet of it that is invisible or on the<\/p>

                            Ethereal Plane. It can pinpoint such a creature that is moving.<\/p>

                            Slippery<\/strong>. The kuo-toa has advantage on ability checks and<\/p>

                            saving throws made to escape a grapple.<\/p>

                            Sunlight<\/strong> Sensitivity<\/strong>. While in sunlight, the kuo-toa has<\/p>

                            disadvantage on attack rolls, as well as on Wisdom<\/p>

                            (Perception) checks that rely on sight.<\/p>

                            Spellcasting<\/strong>. The kuo-toa is a 2nd-level spellcaster. Its<\/p>

                            spellcasting ability is Wisdom (spell save DC 12, +4 to hit<\/p>

                            with spell attacks). The kuo-toa has the following cleric<\/p>

                            spells prepared:<\/p>

                            Cantrips<\/strong> (at will): sacred flame, thaumaturgy<\/p>

                            1st level<\/strong> (3 slots): bane, shield of faith<\/p>

                            ACTIONS<\/strong><\/p>

                            Multiattack<\/strong>. The kuo-toa makes two attacks: one with its bite<\/p>

                            and one with its pincer staff.<\/p>

                            Bite<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p>

                            Hit: 4 (ld4 + 2) piercing damage.<\/p>

                            Pincer<\/strong> Staff<\/strong>. Melee Weapon Attack: +4 to hit, reach 10ft.,<\/p>

                            one target. Hit: 5 (1 d6 + 2) piercing damage. If the target is<\/p>

                            a Medium or smaller creature, it is grappled (escape DC 14).<\/p>

                            Until this grapple ends, the kuo-toa can't use its pincer staff on<\/p>

                            another target.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10209,"name":"Lizardfolk Shaman ","full_text":"

                            Lizardfolk Shaman<\/h2>

                            Medium humanoid (lizardjolk), neutral<\/p>

                            Armor Class<\/strong> 13 (natural armor)<\/p>

                            Hit<\/strong> Points<\/strong> 27 (Sd8 + 5)<\/p>

                            Speed<\/strong> 30 ft., swim 30 ft.<\/p>
                            STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                            15 (+2)<\/td>10 (+0)<\/td>13 (+1)<\/td>10 (+0)<\/td>15 (+2)<\/td>8 (- 1)<\/td><\/tr><\/tbody><\/table>

                            Skills<\/strong> Perception +4, Stealth +4, Survival +6<\/p>

                            Senses<\/strong> passive Perception 14<\/p>

                            Languages<\/strong> Draconic<\/p>

                            Challenge<\/strong> 2 (450 XP)<\/p>

                            Hold Breath<\/strong>. The lizardfolk can hold its breath for 15 minutes.<\/p>

                            Spellcasting<\/strong> (Lizardfolk Form Only). The lizardfolk is a 5th-level<\/p>

                            spellcaster. Its spellcasting abi lity is Wisdom (spell save DC<\/p>

                            12, +4 to hit with spell attacks). The lizardfolk has the following<\/p>

                            druid spells prepared:<\/p>

                            Can trips<\/strong> (at wi ll) : druidcraft, produce flam e, thorn whip<\/p>

                            • 1st Level (4 slots): entangle ,fog cloud<\/li>
                            • 2nd Level (3 slots): heat metal, spike growth<\/li>
                            • 3rd Leve l (2 slots): conjure animals (reptiles only) , plant growth<\/li><\/ul>

                              ACTIONS<\/strong><\/p>

                              Multiattack<\/strong> (Lizardfolk Form Only). The lizardfolk makes two<\/p>

                              attacks: one with its bite and one with its claws.<\/p>

                              Bite<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p>

                              Hit: 5 (1d6 + 2) piercing damage, or 7 (ld10 + 2) piercing<\/p>

                              damage in crocodile form. If the lizardfolk is in crocodile form<\/p>

                              and the target is a Large or smaller creature, the target is<\/p>

                              grappled (escape DC 12). Until this grapple ends, the target is<\/p>

                              restrained, and the li zardfolk can't bite another target. If the<\/p>

                              li zardfolk reverts to its true form, the grapple ends.<\/p>

                              Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit,<\/p>

                              reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.<\/p>

                              Change Shape<\/strong> (Recharges after a Short or Long Rest). The<\/p>

                              lizardfolk magically polymorphs into a crocodile, remaining<\/p>

                              in that form for up to 1 hour. It can revert to its true form as<\/p>

                              a bonus action. Its statistics, other than its size, are the same<\/p>

                              in each form. Any equipment it is wearing or carrying isn't<\/p>

                              transformed. It reverts to its true form if it dies .<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10210,"name":"Lizardfolk King\/Queen ","full_text":"

                              Lizardfolk King\/Queen<\/h2>

                              Medium humanoid (lizardjolk), chaotic evil<\/p>

                              Armor Class<\/strong> 15 (natural armor)<\/p>

                              Hit Points<\/strong> 78 (l2d8 + 24)<\/p>

                              Speed<\/strong> 30ft., swim 30ft.<\/p>
                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                              17 (+3)<\/td>12 (+1)<\/td>15 (+2)<\/td>11 (+0)<\/td>11 (+0)<\/td>15 (+2)<\/td><\/tr><\/tbody><\/table>

                              Saving Throws<\/strong> Con +4, Wis +2<\/p>

                              Skills<\/strong> Perception +4, Stealth +5, Survival +4<\/p>

                              Condition Immunities<\/strong> frightened<\/p>

                              Senses<\/strong> darkvision 60 ft., passive Perception 14<\/p>

                              Languages<\/strong> Abyssal, Draconic<\/p>

                              Challenge<\/strong> 4 (1 ,100 XP)<\/p>

                              Hold Breath<\/strong>. The lizardfolk ca n hold its breath for 15 minutes.<\/p>

                              Skewer<\/strong>. Once per turn , when the lizardfolk makes a melee<\/p>

                              attack with its trident and hits, the target takes an extra 10<\/p>

                              (3d6) damage, and the lizardfolk gains temporary hit points<\/p>

                              equal to the extra damage dealt.<\/p>

                              ACTIONS<\/strong><\/p>

                              Multiattack<\/strong>. The lizardfolk makes two attacks: one with its<\/p>

                              bite and one with its claws or trident or two melee attacks with<\/p>

                              its trident.<\/p>

                              Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

                              Hit: 6 (1d6 + 3) piercing damage.<\/p>

                              Claws<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

                              Hit: 5 (1d4 + 3) slashing damage.<\/p>

                              Trident<\/strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or<\/p>

                              range 20\/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or<\/p>

                              7 (1d8 + 3) piercing damage if used with two hands to make a<\/p>

                              melee attack.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10212,"name":"Mud Mephit ","full_text":"

                              Mud Mephit<\/h2>

                              Small elemental, neutral evil<\/p>

                              Armor Class<\/strong> 11<\/p>

                              Hit Points<\/strong> 27 (6d6 + 6)<\/p>

                              Speed 20ft<\/strong> fly 20ft, swim 20ft.<\/p>
                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                              8 (-1)<\/td>12 (+1)<\/td>12 (+1)<\/td>9 (-1)<\/td>11 (+0)<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                              Skills<\/strong> Stealth +3<\/p>

                              Damage Immunities<\/strong> poison<\/p>

                              Condition Immunities<\/strong> poisoned<\/p>

                              Senses<\/strong> darkvision 60ft., passive Perception 10<\/p>

                              Languages<\/strong> Aquan, Terran<\/p>

                              Challenge<\/strong> 1\/4 (50 XP)<\/p>

                              Death Burst<\/strong>. When the mephit dies, it explodes in a burst of<\/p>

                              sticky mud. Each Medium or smaller creature within 5 feet<\/p>

                              of it must succeed on a DC 11 Dexterity saving throw or be<\/p>

                              restrained until the end of the creature's next turn.<\/p>

                              False Appearance<\/strong>. While the mephit remains motionless, it is<\/p>

                              indistinguishable from an ordinary mound of mud.<\/p>

                              ACTIONS<\/strong><\/p>

                              Fists<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.<\/p>

                              Hit: 4 (1d6 + 1) bludgeoning damage.<\/p>

                              Mud Breath<\/strong> (Recharge 6). The mephit belches viscid mud<\/p>

                              onto one creature within 5 feet of it. If the target is Medium<\/p>

                              or smaller, it must succeed on a DC 11 Dexterity saving throw<\/p>

                              or be restrained for 1 minute. A creature can repeat the saving<\/p>

                              throw at the end of each of its turns, ending the effect on itself<\/p>

                              on a success.<\/p><\/div>","family":"","ch":"0","size":"Small","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Elemental","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10213,"name":"Smoke Mephit ","full_text":"

                              Smoke Mephit<\/h2>

                              Small elemental, neutral evil<\/p>

                              Armor Class<\/strong> 12<\/p>

                              Hit Points 22 (5d6 + 5)<\/p>

                              Speed 30 ft. , fly 30ft.<\/p>

                               <\/p><\/div>","family":"","ch":"0","size":"Small","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Elemental","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10217,"name":"Mind Flayer ","full_text":"

                              Mind Flayer<\/h2>

                              Medium aberration, lawful evil<\/p>

                              Armor Class<\/strong> 15 (breastplate)<\/p>

                              Hit Points<\/strong> 71 (13d8 + 13)<\/p>

                              Speed<\/strong> 30ft.<\/p>
                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                              11 (+0)<\/td>12 (+1)<\/td>12 (+1)<\/td>19 (+4)<\/td>17 (+3)<\/td>17 (+3)<\/td><\/tr><\/tbody><\/table>

                              Saving<\/strong> Throws<\/strong> lnt +7, Wis +6, Cha +6<\/p>

                              Skills<\/strong> Arcana +7, Deception +6, Insight +6, Perception +6,<\/p>

                              Persuasion +6, Stealth +4<\/p>

                              Senses<\/strong> darkvision 120ft., passive Perception 16<\/p>

                              Languages<\/strong> Deep Speech, Undercommon , telepathy 120ft.<\/p>

                              Challenge<\/strong> 7 (2,900 XP)<\/p>

                              Magic Resistance<\/strong>. The mind flayer has advantage on saving<\/p>

                              throws against spells and other magical effects.<\/p>

                              Innate Spellcasting<\/strong> (Psionics). The mind flayer's innate<\/p>

                              spellcasting ability is Intelligence (spell save DC 15). It can<\/p>

                              innately cast the following spells, requiring no components:<\/p>

                              At will<\/strong>: detect thoughts, levitate<\/p>

                              l\/day<\/strong> each: dominate monster, plane shift (self only)<\/p>

                              ACTIONS<\/strong><\/p>

                              Tentacles<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one<\/p>

                              creature<\/strong>. Hit: 15 (2dl0 + 4) psychic damage. If the target is<\/p>

                              Medium or smaller, it is grappled (escape DC 15) and must<\/p>

                              succeed on a DC 15 Intelligence saving throw or be stunned<\/p>

                              until this grapple ends.<\/p>

                              Extract Brain<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft.,<\/p>

                              one incapacitated humanoid grappled by the mind flayer. Hit:<\/p>

                              The target takes 55 (lOdlO) piercing damage. If this damage<\/p>

                              reduces the target to 0 hit points, the mind flayer kills the<\/p>

                              target by extracting and devouring its brain.<\/p>

                              Mind Blast<\/strong> (Recharge 5-6). The mind flayer magically emits<\/p>

                              psychic energy in a 60-foot cone. Each creature in that area<\/p>

                              must succeed on a DC 15 Intelligence saving throw or take<\/p>

                              22 (4d8 + 4) psychic damage and be stunned for 1 minute. A<\/p>

                              creature can repeat the saving throw at the end of each of its turns,<\/p>

                              ending the effect on itself on a success.<\/p>

                               <\/p>

                              VARIANT: MIND FLAYER ARCANIST<\/strong><\/p>

                              A few mind flayers supplement their psionic power with<\/p>

                              arcane spells. However, they are regarded as deviants by their<\/p>

                              illithid peers and usually shunned. A mind flayer arcanist has<\/p>

                              a challenge rating of8 (3,900 XP) and the following trait.<\/p>

                              Spellcasting. The mind flayer is a l0th-level spellcaster.<\/p>

                              Its spellcasting ability is Intelligence (save DC 15, +7 to hit<\/p>

                              with spell attacks). The mind flayer has the following wizard<\/p>

                              spells prepared:<\/p>

                              Cantrips<\/strong> (at will): blade ward, dancing lights, mage hand,<\/p>

                              shocking grasp<\/p>

                              • lst level (4 slots): detect magic, disguise self, shield, sleep<\/li>
                              • 2nd level (3 slots): blur, invisibility, ray of enfeeblement<\/li>
                              • 3rd level (3 slots): clairvoyance, lightning bolt, sending<\/li>
                              • 4th level (3 slots): confusion, hallucinatory terrain<\/li>
                              • 5th level (2 slots): telekinesis, wall of force<\/li><\/ul>

                                 <\/p>

                                Mind fiayers<\/strong>, also called illithids, are the scourge of<\/p>

                                sentient creatures across countless worlds. Psionic<\/p>

                                tyrants, slavers, and interdimensional voyagers, they<\/p>

                                are insidious masterminds that harvest entire races for<\/p>

                                their own twisted ends. Four tentacles snake from their<\/p>

                                octopus-like heads, flexing in hungry anticipation when<\/p>

                                sentient creatures come near.<\/p>

                                 <\/p>

                                In eons past<\/strong>, illithids controlled empires that spanned<\/p>

                                many worlds. They subjugated and consequently warped<\/p>

                                whole races of humanoid slaves, including the githyanki<\/p>

                                and githzerai, the grimlocks, and the kuo-toa. Conjoined<\/p>

                                by a collective consciousness, the illithids hatch plots<\/p>

                                as far-reaching and evil as their fathomless minds<\/p>

                                can conceive.<\/p>

                                 <\/p>

                                Since the fall of their empires<\/strong>, illithid collectives on<\/p>

                                the Material Plane have resided in the Underdark.<\/p>

                                 <\/p>

                                Psionic Commanders<\/strong>. Mind fiayers possess psionic<\/p>

                                powers that enable them to control the minds of<\/p>

                                creatures such as troglodytes, grimlocks, quaggoths,<\/p>

                                and ogres. Illithids prefer to communicate via telepathy<\/p>

                                and use their telepathy when issuing commands to<\/p>

                                their thralls.<\/p>

                                 <\/p>

                                When an illithid meets strong resistance<\/strong>, it avoids<\/p>

                                initial combat as it orders its thralls to attack. Like<\/p>

                                physical extensions of the illithid's thoughts, these<\/p>

                                thralls interpose themselves between the mind<\/p>

                                fiayer and its foes, sacrificing their lives so that their<\/p>

                                master can escape.<\/p>

                                 <\/p>

                                Hive Mind Colonies<\/strong>. Solitary mind fiayers are likely<\/p>

                                rogues and outcasts. Most illithids belong to a colony<\/p>

                                of sibling mind fiayers devoted to an elder brain- a<\/p>

                                massive brain-like being that resides in a briny pool<\/p>

                                near the center of a mind fiayer community. From its<\/p>

                                pool, an elder brain telepathically dictates its desires to<\/p>

                                each individual mind fiayer within 5 miles of it, for it is<\/p>

                                able to hold multiple mental conversations at once.<\/p>

                                 <\/p>

                                Hunger of the Mind.<\/strong> Illithids subsist on the brains<\/p>

                                of humanoids. The brains provide enzymes, hormones,<\/p>

                                and psychic energy necessary for their survival. An<\/p>

                                illithid healthy from a brain-rich diet secretes a thin<\/p>

                                glaze of mucus that coats its mauve skin.<\/p>

                                An illithid experiences euphoria as it devours<\/p>

                                the brain of a humanoid, along with its memories,<\/p>

                                personality, and innermost fears. Mind fiayers will<\/p>

                                sometimes harvest a brain rather than devour it, using it<\/p>

                                as part of some alien experiment or transforming it into<\/p>

                                an intellect devourer.<\/p>

                                 <\/p>

                                QUALITH<\/strong><\/p>

                                On the rare occasion that mind flayers need to write<\/p>

                                something down, they do so in Qualith. This system of<\/p>

                                tactile writing (similar to braille) is read by an illithid's<\/p>

                                tentacles. Qualith is written in four-line stanzas and is so<\/p>

                                alien in construction that non-illithids must resort to magic<\/p>

                                to discern its meaning. Though Qualith can be used to keep<\/p>

                                records, illithids most often use it to mark portals or other<\/p>

                                surfaces with warnings or instructions.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Evil","reference":"Usergen"},{"id":10225,"name":"Monodrone","full_text":"

                                Monodrone<\/h2>

                                Medium construct, lawful neutral<\/p>

                                Armor Class<\/strong> 15 (natural armor)<\/p>

                                Hit Points<\/strong> 5 (1d8 + 1)<\/p>

                                Speed<\/strong> 30ft., fly 30ft.<\/p>
                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                10 (+0)<\/td>13 (+1)<\/td>12 (+1)<\/td>4 (-3)<\/td>10 (+0)<\/td>5 (-3)<\/td><\/tr><\/tbody><\/table>

                                Senses<\/strong> truesight 120ft., passive Perception 10<\/p>

                                Languages <\/strong>Modron<\/p>

                                Challenge<\/strong> 1\/8 (25 XP)<\/p>

                                Axiomatic Mind<\/strong>. The monodrone can't be compelled to act in a<\/p>

                                manner contrary to its nature or its instructions.<\/p>

                                Disintegration<\/strong>. If the monodrone dies, its body disintegrates<\/p>

                                into dust, leaving behind its weapons and anything else it<\/p>

                                was carrying.<\/p>

                                ACTIONS<\/strong><\/p>

                                Dagger<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p>

                                Hit: 3 (1d4 + 1) piercing damage.<\/p>

                                javelin<\/strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or<\/p>

                                range 30\/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.<\/p>

                                 <\/p>

                                A monodrone<\/strong> can perform one simple task at a time and<\/p>

                                can relay a single message of up to forty-eight words.

                                <\/p>

                                VARIANT: Rogue Modron<\/strong><\/p>

                                A modron unit sometimes becomes defective, either through<\/p>

                                natural decay or exposure to chaotic forces. Rogue modrons<\/p>

                                don't act in accordance with Primus's wishes and directives,<\/p>

                                breaking laws, disobeying orders, and even engaging in<\/p>

                                violence. Other modrons hunt down such rogues.<\/p>

                                A rogue mod ron loses the Axiomatic Mind trait and can<\/p>

                                have any alignment other than lawful neutral. Otherwise, it<\/p>

                                has the same statistics as a regular mod ron of its rank.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Construct","challenge_rating":"0","alignment":"Lawful Neutral","reference":"Usergen"},{"id":10226,"name":"Duodrone","full_text":"

                                Duodrone<\/h2>

                                Medium construct, lawful neutral<\/p>

                                Armor Class<\/strong> 15 (natural armor)<\/p>

                                Hit Points<\/strong> 11 (2d8 + 2)<\/p>

                                Speed<\/strong> 30ft.<\/p>
                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                11 (+0)<\/td>13 (+1)<\/td>12 (+1)<\/td>6 (-2)<\/td>10 (+0)<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                                Senses<\/strong> truesight 120ft., passive Perception 10<\/p>

                                Languages<\/strong> Modron<\/p>

                                Challenge<\/strong> 1\/4 (50 XP)<\/p>

                                Axiomatic<\/strong> Mind<\/strong>. The duodrone can't be compelled to act in a<\/p>

                                manner contrary to its nature or its instructions.<\/p>

                                Disintegration<\/strong>. If the duodrone dies, its body disintegrates<\/p>

                                into dust, leaving behind its weapons and anything else it<\/p>

                                was carrying.<\/p>

                                ACTIONS<\/strong><\/p>

                                Multiattack<\/strong>. The duodrone makes two fist attacks or two<\/p>

                                javelin attacks.<\/p>

                                Fist<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:<\/p>

                                2 (1d4) bludgeoning damage.<\/p>

                                Javelin<\/strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or<\/p>

                                range 30\/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.<\/p>

                                 <\/p>

                                The blocky duodrones<\/strong> supervise units of monodrones<\/p>

                                and can perform up to two tasks at a time.<\/p>

                                 <\/p>

                                VARIANT: Rogue Modron<\/strong><\/p>

                                A modron unit sometimes becomes defective, either through<\/p>

                                natural decay or exposure to chaotic forces. Rogue modrons<\/p>

                                don't act in accordance with Primus's wishes and directives,<\/p>

                                breaking laws, disobeying orders, and even engaging in<\/p>

                                violence. Other modrons hunt down such rogues.<\/p>

                                A rogue mod ron loses the Axiomatic Mind trait and can<\/p>

                                have any alignment other than lawful neutral. Otherwise, it<\/p>

                                has the same statistics as a regular mod ron of its rank.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Construct","challenge_rating":"","alignment":"Lawful Neutral","reference":"Usergen"},{"id":10227,"name":"Tridrone","full_text":"

                                Tridrone<\/h2>

                                Medium construct, lawful neutral<\/p>

                                Armor Class<\/strong> 15 (natural armor)<\/p>

                                Hit Points<\/strong> 16 (3d8 + 3)<\/p>

                                Speed<\/strong> 30ft.<\/p>
                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                12 (+1)<\/td>13 (+1)<\/td>12 (+1)<\/td>9 (- 1)<\/td>10 (+0)<\/td>9 (- 1)<\/td><\/tr><\/tbody><\/table>

                                Senses<\/strong> truesight 120ft., passive Perception 10<\/p>

                                Languages<\/strong> Modron<\/p>

                                Challenge<\/strong> 1\/2 (100 XP)<\/p>

                                Axiomatic Mind<\/strong>. The tridrone can't be compelled to act in a<\/p>

                                manner contrary to its nature or its instructions.<\/p>

                                Disintegration<\/strong>. If the tridrone dies, its body disintegrates<\/p>

                                into dust, leaving behind its weapons and anything else it<\/p>

                                was carrying.<\/p>

                                ACTIONS<\/strong><\/p>

                                Multiattack<\/strong>. The tridrone makes three fist attacks or three<\/p>

                                javelin attacks.<\/p>

                                Fist<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:<\/p>

                                3 (1d4 + 1) bludgeoning damage.<\/p>

                                javelin<\/strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or<\/p>

                                range 30\/120 ft., one target. Hit: 4 (ld6 + 1) piercing damage.<\/p>

                                 <\/p>

                                Tridrones<\/strong> are shaped like inverted pyramids. They lead<\/p>

                                lesser modrons in battle.<\/p>

                                 <\/p>

                                VARIANT: Rogue Modron<\/strong><\/p>

                                A modron unit sometimes becomes defective, either through<\/p>

                                natural decay or exposure to chaotic forces. Rogue modrons<\/p>

                                don't act in accordance with Primus's wishes and directives,<\/p>

                                breaking laws, disobeying orders, and even engaging in<\/p>

                                violence. Other modrons hunt down such rogues.<\/p>

                                A rogue mod ron loses the Axiomatic Mind trait and can<\/p>

                                have any alignment other than lawful neutral. Otherwise, it<\/p>

                                has the same statistics as a regular mod ron of its rank.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Construct","challenge_rating":"0","alignment":"Lawful Neutral","reference":"Usergen"},{"id":10228,"name":"Quadrone","full_text":"

                                Quadrone<\/h2>

                                Meaium construct, lawful neutral<\/p>

                                Armor Class<\/strong> 16 (natural armor)<\/p>

                                Hit Points<\/strong> 22 (4d8 + 4)<\/p>

                                Speed<\/strong> 30ft., fly 30ft.<\/p>
                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                12 (+1)<\/td>14 (+2)<\/td>12 (+1)<\/td>10 (+0)<\/td>10 (+0)<\/td>11 (+0)<\/td><\/tr><\/tbody><\/table>

                                Skills<\/strong> Perception +2<\/p>

                                Senses<\/strong> truesight 120ft., passive Perception 12<\/p>

                                Languages<\/strong> Madron<\/p>

                                Challenge<\/strong> 1 (200 XP)<\/p>

                                Axiomatic Mind<\/strong>. The quadrone can't be compelled to act in a<\/p>

                                manner contrary to its nature or its instructions.<\/p>

                                Disintegration<\/strong>. If the quad rone dies, its body disintegrates<\/p>

                                into dust, leaving behind its weapons and anything e lse it<\/p>

                                was carrying.<\/p>

                                ACTIONS<\/strong><\/p>

                                Multiattack<\/strong>. The quad rone makes two fist attacks or four<\/p>

                                shortbow attacks.<\/p>

                                Fist<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:<\/p>

                                3 (1d4 + 1) bludgeoning damage.<\/p>

                                Shortbow<\/strong>. Ranged Weapon Attack: +4 to hit, range 80(320 ft, one target<\/p>

                                Hit: 5 (1d6 + 2) piercing damage.<\/p>

                                 <\/p>

                                Astute combatants<\/strong>, quadrones serve as artillery and<\/p>

                                field officers in the regiments of modron armies.<\/p>

                                 <\/p>

                                VARIANT: Rogue Modron<\/strong><\/p>

                                A modron unit sometimes becomes defective, either through<\/p>

                                natural decay or exposure to chaotic forces. Rogue modrons<\/p>

                                don't act in accordance with Primus's wishes and directives,<\/p>

                                breaking laws, disobeying orders, and even engaging in<\/p>

                                violence. Other modrons hunt down such rogues.<\/p>

                                A rogue mod ron loses the Axiomatic Mind trait and can<\/p>

                                have any alignment other than lawful neutral. Otherwise, it<\/p>

                                has the same statistics as a regular modron of its rank.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Construct","challenge_rating":"","alignment":"Lawful Neutral","reference":"Usergen"},{"id":10229,"name":"Pentadrone","full_text":"

                                Pentadrone<\/h2>

                                Large construct, lawful neutral<\/p>

                                Armor Class<\/strong> 16 (natural armor)<\/p>

                                Hit Points<\/strong> 32 (5d10 + 5)<\/p>

                                Speed<\/strong> 40ft.<\/p>
                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                15 (+2)<\/td>14 (+2)<\/td>12 (+1)<\/td>10 (+0)<\/td>10 (+0)<\/td>13 (+1)<\/td><\/tr><\/tbody><\/table>

                                Skills<\/strong> Perception +4<\/p>

                                Senses<\/strong> truesight 120ft., passive Perception 14<\/p>

                                Languages<\/strong> Madron<\/p>

                                Challenge<\/strong> 2 (450 XP)<\/p>

                                Axiomatic Mind<\/strong>. The pentadrone can't be compelled to act in a<\/p>

                                manner contrary to its nature or its instructions.<\/p>

                                Disintegration<\/strong>. lfthe pentadrone dies, its body disintegrates<\/p>

                                into dust, leaving behind its weapons and anything e lse it<\/p>

                                was carrying.<\/p>

                                ACTIONS<\/strong><\/p>

                                Multiattack<\/strong>. The pentadrone makes five arm attacks.<\/p>

                                Arm<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p>

                                Hit: 5 (ld6 + 2) bludgeoning damage.<\/p>

                                Paralysis Gas<\/strong> (Recharge 5- 6). The pent adrone exhales a 30·<\/p>

                                foot cone of gas. Each creature in that area must succeed on a<\/p>

                                DC ll Constitution saving throw or be paralyzed for 1 minute.<\/p>

                                A creature can repeat the saving throw at the end of each of its<\/p>

                                turns, ending the effect on itself on a success.<\/p>

                                 <\/p>

                                Pentadrones oversee<\/strong> Mechanus's worker populace and<\/p>

                                call improvise in response to new situations.<\/p>

                                 <\/p>

                                VARIANT: Rogue Modron<\/strong><\/p>

                                A modron unit sometimes becomes defective, either through<\/p>

                                natural decay or exposure to chaotic forces. Rogue modrons<\/p>

                                don't act in accordance with Primus's wishes and directives,<\/p>

                                breaking laws, disobeying orders, and even engaging in<\/p>

                                violence. Other modrons hunt down such rogues.<\/p>

                                A rogue mod ron loses the Axiomatic Mind trait and can<\/p>

                                have any alignment other than lawful neutral. Otherwise, it<\/p>

                                has the same statistics as a regular modron of its rank.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Construct","challenge_rating":"","alignment":"Lawful Neutral","reference":"Usergen"},{"id":10230,"name":"Spore Servant Template ","full_text":"

                                Spore Servant Template<\/h2>

                                A spore servant is any Large or smaller creature brought<\/p>

                                back to life by the animating spores of a myconid<\/p>

                                sovereign. A creature that was never flesh and blood<\/p>

                                to begin with (such as a construct, elemental, ooze,<\/p>

                                plant, or undead) can't be turned into a spore servant.<\/p>

                                The following characteristics change or are added to a<\/p>

                                creature that becomes a spore servant.<\/p>

                                Retained Characteristics<\/strong>. The servant retains its<\/p>

                                Armor Class, hit points, Hit Dice, Strength, Dexterity,<\/p>

                                Constitution, vulnerabilities, resistances, and imml!nities.<\/p>

                                Lost Characteristics<\/strong>. The servant loses its original<\/p>

                                saving throw and skill bonuses, special senses, and<\/p>

                                special traits. It loses any action that isn't Multiattack or<\/p>

                                a melee weapon attack that deals bludgeoning, piercing,<\/p>

                                or slashing damage. If it has an action or a melee weapon<\/p>

                                attack that deals some other type of damage, it loses the<\/p>

                                ability to deal damage of that type, unless the damage<\/p>

                                comes from a piece of equipment, such as a magic item.<\/p>

                                Type<\/strong>. The servant's type is plant, and it loses any tags.<\/p>

                                Alignment<\/strong>. The servant is unaligned.<\/p>

                                Speed<\/strong>. Reduce all the servant's speeds by 10 feet, to a<\/p>

                                minimum of 5 feet.<\/p>

                                Ability Scores<\/strong>. The servant's ability scores change as<\/p>

                                follows: Int 2 (-4), Wis 6 (- 2), Cha 1 (-5).<\/p>

                                Senses<\/strong>. The servant has blindsight with a radius of<\/p>

                                30 feet, and it is blind beyond this radius.<\/p>

                                Condition Immunities<\/strong>. The servant can't be blinded,<\/p>

                                charmed, frightened, or paralyzed.<\/p>

                                Languages<\/strong>. The servant loses all known languages,<\/p>

                                but it responds to orders given to it by myconids using<\/p>

                                rapport spores. The servant gives highest priority to<\/p>

                                orders received from the most powerful myconid.<\/p>

                                Attacks<\/strong>. If the servant has no other means of dealing<\/p>

                                damage, it can use its fists or limbs to make unarmed<\/p>

                                strikes. On a hit, an unarmed strike deals bludgeoning<\/p>

                                damage equal to ld4 +the servant's Strength modifier,<\/p>

                                or, if the servant is Large, 2d4 + its Strength modifier.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Plant","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10233,"name":"Myconid Sprout ","full_text":"

                                Myconid Sprout<\/h2>

                                Small plant, lawful neutral<\/p>

                                Armor<\/strong> Class<\/strong> 13 (natura l armo r)<\/p>

                                Hit Points<\/strong> 7 (2d6)<\/p>

                                Speed<\/strong> 10 ft.<\/p>
                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                8 (-1)<\/td>10 (+0)<\/td>10 (+0)<\/td>8 (-1)<\/td>11 (+0)<\/td>5 (-3)<\/td><\/tr><\/tbody><\/table>

                                Senses<\/strong> darkvision 120ft., passive Perception 10<\/p>

                                Languages<\/strong> -<\/p>

                                Challenge<\/strong> 0 (10 XP)<\/p>

                                Distress Spores<\/strong>. When the myconid takes damage, all other<\/p>

                                myconids within 240 feet of it can sense its pain.<\/p>

                                Sun Sickness<\/strong>. While in sunlight, the myconid has disadvantage<\/p>

                                on ability checks, attack rolls, and saving throws. The myconid<\/p>

                                dies if it spends more than 1 hour in direct sunlight.<\/p>

                                ACTIONS<\/strong><\/p>

                                Fist<\/strong>. Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target. Hit:<\/p>

                                1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage.<\/p>

                                Rapport Spores<\/strong> (3\/Day). A 10-foot radius of spores extends<\/p>

                                from the myconid. These spores can go around corners and<\/p>

                                affect only creatures with an Intelligence of 2 or higher that<\/p>

                                aren't undead, constructs, or elementals. Affected creatures<\/p>

                                can communicate telepathically with one another while they are<\/p>

                                within 30 feet of each other. The effect lasts for 1 hour.<\/p>

                                 <\/p>

                                Myconids are intelligent, ambulatory fungi<\/strong> that live<\/p>

                                in the Underdark, seek enlightenment, and deplore<\/p>

                                violence. If approached peacefully, myconids gladly<\/p>

                                provide shelter or allow safe passage through<\/p>

                                their colonies.<\/p>

                                 <\/p>

                                Circles and Melds<\/strong>. The largest myconid in a colony<\/p>

                                is its sovereign, which presides over one or more social<\/p>

                                groups called circles. A circle consists of twenty or more<\/p>

                                myconids that work, live, and meld together.<\/p>

                                 <\/p>

                                A meld is a form of communal meditation<\/strong> that<\/p>

                                allows myconids to transcend their dull subterranean<\/p>

                                existence. The myconids' rapport spores bind the<\/p>

                                participants into a group consciousness. Hallucination<\/p>

                                spores then induce a shared dream that provides<\/p>

                                entertainment and social interaction. Myconids consider<\/p>

                                melding to be the purpose of their existence. They use<\/p>

                                it in the pursuit of higher consciousness, collective<\/p>

                                union, and spiritual apotheosis. Myconids also use their<\/p>

                                rapport spores to communicate telepathically with other<\/p>

                                sentient creatures.<\/p>

                                 <\/p>

                                Myconid Reproduction<\/strong>. Like other fungi, myconids<\/p>

                                reproduce by mundane sporing. They carefully control<\/p>

                                their spores' release to avoid overpopulation.<\/p><\/div>","family":"","ch":"0","size":"Small","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Plant","challenge_rating":"0","alignment":"Lawful Neutral","reference":"Usergen"},{"id":10234,"name":"Myconid Adult","full_text":"

                                Myconid Adult<\/h2>

                                Medium plant, lawful neutral<\/p>

                                Armor Class<\/strong> 12 (natural armor)<\/p>

                                Hit Points<\/strong> 22 (4d8 + 4)<\/p>

                                Speed<\/strong> 20ft.<\/p>
                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                10 (+0)<\/td>10 (+0)<\/td>12 (+1)<\/td>10 (+0)<\/td>13 (+1)<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                                Senses<\/strong> darkvision 120ft., passive Perception 11<\/p>

                                Languages<\/strong>-
                                Challenge<\/strong> 1\/2 (100 XP)<\/p>

                                Distress Spores<\/strong>. When the myconid takes damage, all other<\/p>

                                myconids within 240 feet of it can sense its pain.<\/p>

                                Sun Sickness<\/strong>. While in sunlight, the myconid has disadvantage<\/p>

                                on ability checks, attack rolls, and saving throws. The myconid<\/p>

                                dies if it spends more than 1 hour in direct sunlight.<\/p>

                                ACTIONS<\/strong><\/p>

                                Fist<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:<\/p>

                                5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.<\/p>

                                Pacifying Spores<\/strong> (3\/Day). The myconid ejects spores at one<\/p>

                                creature it can see within 5 feet of it. The target must succeed<\/p>

                                on a DC 11 Constitution saving throw or be stunned for 1<\/p>

                                minute. The target can repeat the saving throw at the end of<\/p>

                                each of its turns, ending the effect on itself on a success.<\/p>

                                Rapport Spores<\/strong>. A 20-foot radius of spores extends from the<\/p>

                                myconid. These spores can go around corners and affect only<\/p>

                                creatures with an Intelligence of 2 or higher that aren't undead,<\/p>

                                constructs, or elementals. Affected creatures can communicate<\/p>

                                telepathically with one another while they are within 30 feet of<\/p>

                                each other. The effect lasts for 1 hour.<\/p>

                                 <\/p>

                                Myconids are intelligent, ambulatory fungi<\/strong> that live<\/p>

                                in the Underdark, seek enlightenment, and deplore<\/p>

                                violence. If approached peacefully, myconids gladly<\/p>

                                provide shelter or allow safe passage through<\/p>

                                their colonies.<\/p>

                                 <\/p>

                                Circles and Melds<\/strong>. The largest myconid in a colony<\/p>

                                is its sovereign, which presides over one or more social<\/p>

                                groups called circles. A circle consists of twenty or more<\/p>

                                myconids that work, live, and meld together.<\/p>

                                 <\/p>

                                A meld is a form of communal meditation<\/strong> that<\/p>

                                allows myconids to transcend their dull subterranean<\/p>

                                existence. The myconids' rapport spores bind the<\/p>

                                participants into a group consciousness. Hallucination<\/p>

                                spores then induce a shared dream that provides<\/p>

                                entertainment and social interaction. Myconids consider<\/p>

                                melding to be the purpose of their existence. They use<\/p>

                                it in the pursuit of higher consciousness, collective<\/p>

                                union, and spiritual apotheosis. Myconids also use their<\/p>

                                rapport spores to communicate telepathically with other<\/p>

                                sentient creatures.<\/p>

                                 <\/p>

                                Myconid Reproduction<\/strong>. Like other fungi, myconids<\/p>

                                reproduce by mundane sporing. They carefully control<\/p>

                                their spores' release to avoid overpopulation.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Plant","challenge_rating":"","alignment":"Lawful Neutral","reference":"Usergen"},{"id":10235,"name":"Myconid Sovereign ","full_text":"

                                Myconid Sovereign<\/h2>

                                Large plant, lawful neutral<\/p>

                                Armor Class<\/strong> 13 (natural armor)<\/p>

                                Hit Points<\/strong> 60 (8d10 + 16)<\/p>

                                Speed<\/strong> 30ft.<\/p>
                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                12 (+1)<\/td>10 (+0)<\/td>14 (+2)<\/td>13 (+1)<\/td>15 (+2)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

                                Senses<\/strong> darkvision 120ft., passive Perception 12<\/p>

                                Languages<\/strong>-
                                Challenge<\/strong> 2 (450 XP)<\/p>

                                Distress Spores<\/strong>. When the myconid takes damage, all other<\/p>

                                myconids within 240 feet of it can sense its pain.<\/p>

                                Sun Sickness<\/strong>. While in sunlight, the myconid has disadvantage<\/p>

                                on ability checks, attack rolls, and saving throws. The myconid<\/p>

                                dies if it spends more than 1 hour in direct sunlight.<\/p>

                                ACTIONS<\/strong><\/p>

                                Multiattack<\/strong>. The myconid uses either its Hallucination Spores<\/p>

                                or its Pacifying Spores, then makes a fist attack.<\/p>

                                Fist<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:<\/p>

                                8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.<\/p>

                                Animating Spores<\/strong> (3\/Day). The myconid targets one corpse of<\/p>

                                a humanoid or a Large or smaller beast within 5 feet of it and<\/p>

                                releases spores at the corpse. In 24 hours, the corpse rises as a<\/p>

                                spore servant. The corpse stays animated for 1d4 + 1 weeks or<\/p>

                                until destroyed, and it can't be animated again in this way.<\/p>

                                Hallucination Spores<\/strong>. The myconid ejects spores at one<\/p>

                                creature it can see within 5 feet of it. The target must succeed<\/p>

                                on a DC 12 Constitution saving throw or be poisoned for<\/p>

                                1 minute. The poisoned target is incapacitated while it<\/p>

                                hallucinates. The target can repeat the saving throw at the end<\/p>

                                of each of its turns, ending the effect on itself on a success.<\/p>

                                Pacifying Spores<\/strong>. The myconid ejects spores at one creature<\/p>

                                it can see within 5 feet of it. The target must succeed on a DC<\/p>

                                12 Constitution saving throw or be stunned for 1 minute. The<\/p>

                                target can repeat the saving throw at the end of each of its<\/p>

                                turns, ending the condition on itself on a success.<\/p>

                                Rapport Spores<\/strong>. A 30-foot radius of spores extends from the<\/p>

                                myconid. These spores can go around corners and affect only<\/p>

                                creatures with an Intelligence of2 or higher that aren't undead,<\/p>

                                constructs, or elementals. Affected creatures can communicate<\/p>

                                telepathically with one another while they are within 30 feet of<\/p>

                                each other. The effect lasts for 1 hour.<\/p>

                                 <\/p>

                                Myconids are intelligent, ambulatory fungi<\/strong> that live<\/p>

                                in the Underdark, seek enlightenment, and deplore<\/p>

                                violence. If approached peacefully, myconids gladly<\/p>

                                provide shelter or allow safe passage through<\/p>

                                their colonies.<\/p>

                                 <\/p>

                                Circles and Melds<\/strong>. The largest myconid in a colony<\/p>

                                is its sovereign, which presides over one or more social<\/p>

                                groups called circles. A circle consists of twenty or more<\/p>

                                myconids that work, live, and meld together.<\/p>

                                 <\/p>

                                A meld is a form of communal meditation<\/strong> that<\/p>

                                allows myconids to transcend their dull subterranean<\/p>

                                existence. The myconids' rapport spores bind the<\/p>

                                participants into a group consciousness. Hallucination<\/p>

                                spores then induce a shared dream that provides<\/p>

                                entertainment and social interaction. Myconids consider<\/p>

                                melding to be the purpose of their existence. They use<\/p>

                                it in the pursuit of higher consciousness, collective<\/p>

                                union, and spiritual apotheosis. Myconids also use their<\/p>

                                rapport spores to communicate telepathically with other<\/p>

                                sentient creatures.<\/p>

                                 <\/p>

                                Myconid Reproduction<\/strong>. Like other fungi, myconids<\/p>

                                reproduce by mundane sporing. They carefully control<\/p>

                                their spores' release to avoid overpopulation.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Plant","challenge_rating":"","alignment":"Lawful Neutral","reference":"Usergen"},{"id":10236,"name":"Bone Naga","full_text":"

                                Bone Naga<\/h2>

                                Large undead, lawful evil<\/p>

                                Armor Class<\/strong> 15 (natural armor)<\/p>

                                Hit Points<\/strong> 58 (9d10 + 9)<\/p>

                                Speed<\/strong> 30ft.<\/p>
                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                15 (+2)<\/td>16 (+3)<\/td>12 (+1)<\/td>15 (+2)<\/td>15 (+2)<\/td>16 (+3)<\/td><\/tr><\/tbody><\/table>

                                Damage Immunities<\/strong> poison<\/p>

                                Condition Immunities<\/strong> charmed, exhaustion,<\/p>

                                paralyzed, poisoned<\/p>

                                Senses<\/strong> darkvision 60ft., passive Perception 12<\/p>

                                Languages<\/strong> Common plus one other language<\/p>

                                Challenge<\/strong> 4 (1 ,100 XP)<\/p>

                                Spellcasting<\/strong>. The naga is a Sth·level spellcaster (spell save<\/p>

                                DC 12, +4 to hit with spell attacks) that needs only verbal<\/p>

                                components to cast its spells.<\/p>

                                If the nag a was a guardian nag a in life<\/strong>, its spellcasting ability<\/p>

                                is Wisdom, and it has the following cleric spells prepared:<\/p>

                                Cantrips<\/strong> (at will): mending, sacred flame, thaumaturgy<\/p>

                                • 1st level (4 slots): command, shield of faith<\/li>
                                • 2nd level (3 slots): calm emotions, hold person<\/li>
                                • 3rd level (2 slots): bestow curse<\/li><\/ul>

                                  If the naga was a spirit naga in life<\/strong>, its spellcasting ability is<\/p>

                                  Intelligence, and it has the following wizard spells prepared:<\/p>

                                  Cantrips<\/strong> (at will): mage hand, minor illusion, ray of frost<\/p>

                                  • 1st level (4 slots): charm person, sleep<\/li>
                                  • 2nd level (3 slots): detect thoughts, hold person<\/li>
                                  • 3rd level (2 slots): lightning bolt<\/li><\/ul>

                                    ACTIONS<\/strong><\/p>

                                    Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 10ft., one creature.<\/p>

                                    Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.<\/p>

                                     <\/p>

                                    In response<\/strong> to the long history of conflict between the<\/p>

                                    yuan-ti and the nagas, yuan-ti created a necromantic<\/p>

                                    ritual that could halt a naga's resurrection by<\/p>

                                    transforming the living naga into a skeletal undead<\/p>

                                    servitor. A bone naga retains only a few of the spells it<\/p>

                                    knew in life.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"","alignment":"Lawful Evil","reference":"Usergen"},{"id":10237,"name":"Nothic","full_text":"

                                    Nothic<\/h2>

                                    Medium aberration, neutral evil<\/p>

                                    Armor Class<\/strong> 15 (natural armor)<\/p>

                                    Hit Points<\/strong> 45 (6d8 + 18)<\/p>

                                    Speed<\/strong> 30ft.<\/p>
                                    STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                    14 (+2)<\/td>16 (+3)<\/td>16 (+3)<\/td>13 (+1)<\/td>10 (+0)<\/td>8 (- 1)<\/td><\/tr><\/tbody><\/table>

                                    Skills<\/strong> Arcana +3, Insight +4, Perception +2, Stealth +5<\/p>

                                    Senses<\/strong> truesight 120ft., passive Perception 12<\/p>

                                    Languages<\/strong> Undercommon<\/p>

                                    Challenge<\/strong> 2 (450 XP)<\/p>

                                    Keen Sight<\/strong>. The nothic has advantage on Wisdom (Pe rception)<\/p>

                                    checks that rely on sight.<\/p>

                                    Multiattack<\/strong>. The nothic makes two c law attacks.<\/p>

                                    Claw<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., o ne t arget.<\/p>

                                    Hit: 6 (1d6 + 3) slashing damage.<\/p>

                                    Rotting Gaze<\/strong>. The nothict argets one creature it can see<\/p>

                                    within 30 feet of it. The target must succeed on a DC 12<\/p>

                                    Constitution saving throw against this magic or take 10 (3d6)<\/p>

                                    necrotic damage.<\/p>

                                    Weird Insight<\/strong>. The nothic targets one creature it can see within<\/p>

                                    30 feet of it. The target must contest its Charisma (Deception)<\/p>

                                    check against the nothic's Wisdom (Insight) check. If the<\/p>

                                    nothic wins, it magically learns one fact or secret about<\/p>

                                    the target. The target automatically wins if it is immune to<\/p>

                                    being charmed.<\/p>

                                     <\/p>

                                    A baleful eye peers out from the darkness<\/strong>, its<\/p>

                                    gleam hinting at a weird intelligence and unnerving<\/p>

                                    malevolence. Most times, a nothic is content to watch,<\/p>

                                    weighing and assessing the creatures it encounters.<\/p>

                                    When driven to violence, it uses its horrific gaze to rot<\/p>

                                    the flesh from its enemies' bones.<\/p>

                                     <\/p>

                                    Cursed Arcanists<\/strong>. Rather than gaining the godlike<\/p>

                                    supremacy they crave, some wizards who devote<\/p>

                                    their lives to unearthing arcane secrets are reduced<\/p>

                                    to creeping, tormented monsters by a dark curse left<\/p>

                                    behind by Vecna, a powerful lich who, in some worlds,<\/p>

                                    has transcended his undead existence to become a god<\/p>

                                    of secrets. Nothics retain no awareness of their former<\/p>

                                    selves, skulking amid the shadows and haunting places<\/p>

                                    rich in magical knowledge, drawn by memories and<\/p>

                                    impulses they can't quite understand.<\/p>

                                     <\/p>

                                    Dark Oracles<\/strong>. Nothics possess a strange magical<\/p>

                                    insight that allows them to extract knowledge from<\/p>

                                    other creatures. This grants them unique understanding<\/p>

                                    of secret and forbidden lore, which they share for a<\/p>

                                    price. A nothic covets magic items, greedily accepting<\/p>

                                    such gifts from creatures that seek out its knowledge.<\/p>

                                     <\/p>

                                    Lurkers in Magical Places<\/strong>. Nothics are notorious<\/p>

                                    for infiltrating a rcane academies and other places<\/p>

                                    rich in magical learning. They a re driven by the vague<\/p>

                                    knowledge that there exists a method to reverse their<\/p>

                                    condition. This isn't a clear sense of purpose, but rather<\/p>

                                    an obsessive tug at the end of the mind. Some nothics<\/p>

                                    are clever enough to realize that this is merely part of<\/p>

                                    the strange lesson for their folly, a false hope to drive<\/p>

                                    them to seek out more arcane secrets.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10238,"name":"Half Ogre","full_text":"

                                    Half Ogre<\/h2>

                                    Large giant, any chaotic alignment<\/p>

                                    Armor Class<\/strong> 12 (hide armor)<\/p>

                                    Hit Points<\/strong> 30 (4d10 + 8)<\/p>

                                    Speed<\/strong> 30ft.<\/p>
                                    STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                    17 (+3)<\/td>10 (+0)<\/td>14 (+2)<\/td>7 (-2)<\/td>9 (- 1)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

                                    Senses<\/strong> darkvision 60ft., passive Perception 9<\/p>

                                    Languages<\/strong> Common, Giant<\/p>

                                    Challenge<\/strong> 1 (200 XP)<\/p>

                                    ACTIONS<\/strong><\/p>

                                    Battleaxe<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p>

                                    target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3)<\/p>

                                    slashing damage if used with two hands.<\/p>

                                    javelin<\/strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or<\/p>

                                    range 30\/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.<\/p>

                                     <\/p>

                                    When an ogre mates with a human<\/strong>, hobgoblin, bugbear,<\/p>

                                    or orc, the result is always a half-ogre. (Ogres don't<\/p>

                                    mate with dwarves, halflings, or elves. They eat them.)<\/p>

                                    Human mothers rarely survive the birth of a half-
                                    ogre offspring.<\/p>

                                     <\/p>

                                    The half-ogre offspring<\/strong> of an ogre and an orc is also<\/p>

                                    called an ogrillon. An adult half-ogre or ogrillon stands<\/p>

                                    8 feet tall and weighs 450 pounds on average.<\/p>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Giant","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10239,"name":"Orc War Chief ","full_text":"

                                    Orc War Chief<\/h2>

                                    Medium humanoid (ore), chaotic evil<\/p>

                                    Armor Class<\/strong> 16 (chain mail)<\/p>

                                    Hit Points<\/strong> 93 (11d8 + 44)<\/p>

                                    Speed<\/strong> 30ft.<\/p>
                                    STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                    18 (+4)<\/td>12 (+1)<\/td>18 (+4)<\/td>11 (+0)<\/td>11 (+0)<\/td>16 (+3)<\/td><\/tr><\/tbody><\/table>

                                    Saving Throws<\/strong> Str +6, Con +6, Wis +2<\/p>

                                    Skills<\/strong> Intimidation +5<\/p>

                                    Senses<\/strong> darkvision 60ft., passive Perception 10<\/p>

                                    Languages<\/strong> Common, Orc<\/p>

                                    Challenge<\/strong> 4 (1,100XP)<\/p>

                                    Aggressive<\/strong>. As a bonus action, the ore can move up to its speed<\/p>

                                    toward a hostile creature that it can see.<\/p>

                                    Gruumsh's Fury<\/strong>. The ore deals an extra 4 (ld8) damage when it<\/p>

                                    hits with a weapon attack (included in the attacks).<\/p>

                                    ACTIONS<\/strong><\/p>

                                    Multiattack<\/strong>. The ore makes two attacks with its greataxe or<\/p>

                                    its spear.<\/p>

                                    Greataxe<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one<\/p>

                                    creature. Hit: 14 (1d1 2 + 4 plus 1d8) slashing damage.<\/p>

                                    Spear<\/strong>. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or<\/p>

                                    range 20{60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing<\/p>

                                    damage, or 13 (2d8 + 4) piercing damage if used with two<\/p>

                                    hands to make a melee attack.<\/p>

                                    Battle Cry<\/strong> (1\/Day). Each creature of the war chief's choice that<\/p>

                                    is within 30 feet of it, can hear it, and not already affected by<\/p>

                                    Battle Cry gain advantage on attack rolls until the start of the<\/p>

                                    war chief's next turn . The war chief can then make one attack<\/p>

                                    as a bonus action.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10240,"name":"Orc Eye of Gruumsh","full_text":"

                                    Orc Eye of Gruumsh<\/h2>

                                    Medium humanoid (orc), chaotic evil<\/p>

                                    Armor Class<\/strong> 16 (ring mail, shield)<\/p>

                                    Hit Points<\/strong> 45 (6d8 + 18)<\/p>

                                    Speed<\/strong> 30ft.<\/p>
                                    STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                    16 (+3)<\/td>12 (+1)<\/td>16 (+3)<\/td>9 (- 1)<\/td>13 (+ 1)<\/td>12 (+1)<\/td><\/tr><\/tbody><\/table>

                                    Skills<\/strong> Intimidation +3, Religion +1<\/p>

                                    Senses<\/strong> darkvision 60ft., passive Perception 11<\/p>

                                    Languages<\/strong> Common, OrC<\/p>

                                    Challenge<\/strong> 2 (450 XP)<\/p>

                                    Aggressive<\/strong>. As a bonus action, the ore can move up to its speed<\/p>

                                    toward a hostile creature that it can see.<\/p>

                                    Gruumsh's Fury<\/strong>. The ore deals an extra 4 (ld8) damage when it<\/p>

                                    hits with a weapon attack (included in the attack).<\/p>

                                    Spellcasting<\/strong>. The ore is a 3rd-level spellcaster. Its spellcasting<\/p>

                                    ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).<\/p>

                                    The ore has the following cleric spells prepared:<\/p>

                                    Cantrips<\/strong> (at-will): guidance, resistance, thaumaturgy<\/p>

                                    • 1st level (4 slots): bless, command<\/li>
                                    • 2nd level (2 slots): augury, spiritual weapon (spear)<\/li><\/ul>

                                      ACTIONS<\/strong><\/p>

                                      Spear<\/strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or<\/p>

                                      range 20\/60 ft., one target. Hit: 11 (ld6 + 3 plus ld8) piercing<\/p>

                                      damage, or 12 (2d8 + 3) piercing damage if used with two<\/p>

                                      hands to make a melee attack.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Giant","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10241,"name":"Orog ","full_text":"

                                      Orog<\/h2>

                                      Medium humanoid (ore), chaotic evil<\/p>

                                      Armor Class<\/strong> 18 (plate)<\/p>

                                      Hit Points<\/strong> 42 (5d8 + 20)<\/p>

                                      Speed<\/strong> 30ft.<\/p>
                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                      18 (+4)<\/td>12 (+1)<\/td>18 (+4)<\/td>12 (+1)<\/td>11 (+0)<\/td>12 (+1)<\/td><\/tr><\/tbody><\/table>

                                      Skills<\/strong> Intimidation +5, Survival +2<\/p>

                                      Senses<\/strong> darkvision 60ft., passive Perception 10<\/p>

                                      Languages<\/strong> Common, OrC<\/p>

                                      Challenge<\/strong> 2 (450 XP)<\/p>

                                      Aggressive<\/strong>. As a bonus action, the orog can move up to its<\/p>

                                      speed toward a hostile creature that it can see.<\/p>

                                      ACTIONS<\/strong><\/p>

                                      Multiattack<\/strong>. The orog makes two greataxe attacks.<\/p>

                                      Greataxe<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one<\/p>

                                      target. Hit: 10 (ldl2 + 4) slashing damage.<\/p>

                                      javelin<\/strong>. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or<\/p>

                                      range 30\/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10242,"name":"Peryton","full_text":"

                                      Peryton<\/h2>

                                      Medium monstrosity, chaotic evil '<\/p>

                                      Armor Class<\/strong> 13 (natural armor)<\/p>

                                      Hit Points<\/strong> 33 (6d8 + 6)<\/p>

                                      Speed<\/strong> 20ft., fly 60ft.<\/p>
                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                      16 (+3)<\/td>12 (+1)<\/td>13 (+1)<\/td>9 (- 1)<\/td>12 (+1)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

                                      Skills<\/strong> Perception +5<\/p>

                                      Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p>

                                      nonmagical weapons<\/p>

                                      Senses<\/strong> passive Perception 15<\/p>

                                      Languages<\/strong> understands Common and Elvish but can't speak<\/p>

                                      Challenge<\/strong> 2 (450 XP)<\/p>

                                      Dive Attack<\/strong>. If the peryton is flying and dives at least 30 feet<\/p>

                                      straight toward a target and then hits it with a melee weapon<\/p>

                                      attack, the attack deals an extra 9 (2d8) damage to the target.<\/p>

                                      Fly by<\/strong>. The peryton doesn't provoke an opportunity attack when<\/p>

                                      it flies out of an enemy's reach.<\/p>

                                      Keen Sight and Smell<\/strong>. The peryton has advantage on Wisdom<\/p>

                                      (Perception) checks that rely on sight or smell .<\/p>

                                      ACTIONS<\/strong><\/p>

                                      Multiattack<\/strong>. The peryton makes one gore attack and one<\/p>

                                      talon attack.<\/p>

                                      Gore<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

                                      Hit: 7 (1d8 + 3) piercing damage.<\/p>

                                      Talons<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

                                      Hit: 8 (2d4 + 3) piercing damage.<\/p>

                                       <\/p>

                                      Although this monstrous carnivore<\/strong> feeds on<\/p>

                                      any creature, it prefers humanoids, especially<\/p>

                                      elves, half-elves, and humans. When it kills a<\/p>

                                      humanoid, a peryton rips out its prey's heart and<\/p>

                                      takes it back to its nest to be devoured.<\/p>

                                       <\/p>

                                      The peryton is a bizarre creature<\/strong> that blends the<\/p>

                                      body and wings of a bird of prey with the head of a<\/p>

                                      stag. Its strangest feature is its shadow, which appears<\/p>

                                      humanoid rather than reflecting the creature's physical<\/p>

                                      form. Sages postulate that the first perytons were<\/p>

                                      humans transformed by a hideous curse or magical<\/p>

                                      experiment, but bards tell a different tale of a man<\/p>

                                      whose infidelity caused his scorned wife to cut out the<\/p>

                                      heart of her younger, more beautiful rival and consume<\/p>

                                      it in a ritual intended to forever win her husband's<\/p>

                                      heart. The ritual succeeded until the woman's villainy<\/p>

                                      was exposed. She was hanged for her crime, but the<\/p>

                                      lingering magic of her foul ritual caused the carrion<\/p>

                                      birds that feasted on her corpse to transform into the<\/p>

                                      first perytons.<\/p>

                                       <\/p>

                                      Unnatural Hunger<\/strong>. A peryton's reproductive cycle<\/p>

                                      depends on the heart of a freshly killed humanoid. The<\/p>

                                      organ must be consumed by a female peryton before<\/p>

                                      she can reproduce. When a peryton consumes a heart,<\/p>

                                      its shadow changes for a brief time to reflect its true<\/p>

                                      monstrous form.<\/p>

                                       <\/p>

                                      When attacking a humanoid<\/strong>, a peryton is single-<\/p>

                                      minded and relentless, fighting until it or its prey dies.<\/p>

                                      If a peryton is somehow driven away, it stalks lost prey<\/p>

                                      from afar, attacking again when the opportunity arises.<\/p>

                                       <\/p>

                                      Bane of the Mountains<\/strong>. Perytons roost atop<\/p>

                                      mountain ridges and lair in high caves. They prey on<\/p>

                                      creatures living or wandering in the vales below, and<\/p>

                                      travelers on lonely mountain roads learn to keep a<\/p>

                                      wary eye on the sky. Because normal weapons are less<\/p>

                                      effective against perytons, the folk of the mountains<\/p>

                                      know to avoid confrontations with these monsters<\/p>

                                      at all costs.<\/p>

                                       <\/p>

                                      Established settlements<\/strong> are attractive to perytons<\/p>

                                      as a renewable food source. As such, village councils<\/p>

                                      and local nobles' often hire adventurers to eliminate<\/p>

                                      peryton nests. .<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10243,"name":"Piercer ","full_text":"

                                      Piercer<\/h2>

                                      Medium monstrosity, unaligned<\/p>

                                      Armor Class<\/strong> 15 (natural armor)<\/p>

                                      Hit Points<\/strong> 22 (3d8 + 9)<\/p>

                                      Speed<\/strong> 5 ft., climb 5 ft.<\/p>
                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                      10 (+0)<\/td>13 (+1)<\/td>16 (+3)<\/td>1 (- 5)<\/td>7 (- 2)<\/td>3 (-4)<\/td><\/tr><\/tbody><\/table>

                                      Skills<\/strong> Stealth +5<\/p>

                                      Senses<\/strong> blindsight 30ft. , darkvision 60ft., passive Perception 8<\/p>

                                      Languages<\/strong> -<\/p>

                                      Challenge<\/strong> 1\/2 (100 XP)<\/p>

                                      False Appearance<\/strong>. While the piercer remains motionless on the<\/p>

                                      ceiling, it is indistinguishable from a normal stalactite.<\/p>

                                      Spider Climb<\/strong>. The piercer can climb difficult surfaces,<\/p>

                                      including upside down on ceilings, without needing to make an<\/p>

                                      ability check.<\/p>

                                      ACTIONS<\/strong><\/p>

                                      Drop<\/strong>. Melee Weapon Attack: +3 to hit, one creature directly<\/p>

                                      underneath the piercer. Hit: 3 (1d6) piercing damage per 10<\/p>

                                      feet fallen , up to 21 (6d6). Miss: The piercer takes half the<\/p>

                                      normal falling damage for the distance fallen.<\/p>

                                       <\/p>

                                      Clinging to the ceilings of caverns<\/strong> and large<\/p>

                                      subterranean passages, piercers blend in perfectly with<\/p>

                                      natural rock, dropping in silence to impale unsuspecting<\/p>

                                      foes on the ground below.<\/p>

                                       <\/p>

                                      A piercer<\/strong> is the larval form of a roper, and the two<\/p>

                                      creatures often attack in tandem. A rock-like shell<\/p>

                                      encases a piercer's body, giving it the look and texture<\/p>

                                      of a stalactite. That shell protects a soft, slug-like upper<\/p>

                                      body that lets the piercer move across cavern walls<\/p>

                                      and ceilings to position itself for prey. With its eye and<\/p>

                                      mouth closed, the piercer is difficult to distinguish from<\/p>

                                      ordinary rock formations.<\/p>

                                       <\/p>

                                      Patient Hunters<\/strong>. Piercers can see, but they can also<\/p>

                                      respond to noise and heat, waiting for living creatures to<\/p>

                                      pass beneath them, then falling to attack. A piercer that<\/p>

                                      misses its chance to kill must make its slow way back<\/p>

                                      to the ceiling. A fallen piercer excretes a foul-smelling<\/p>

                                      slime when attacked, making most predators think<\/p>

                                      twice about eating it.<\/p>

                                       <\/p>

                                      Piercers gather in colonies<\/strong> to maximize the<\/p>

                                      effectiveness of their attacks, dropping simultaneously<\/p>

                                      to increase the odds of striking prey. After a piercer<\/p>

                                      successfully slays a creature, the others slowly creep<\/p>

                                      toward the corpse to join in the feast.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10244,"name":"Pixie ","full_text":"

                                      Pixie<\/h2>

                                      Tiny fey, neutral good<\/p>

                                      Armor Class<\/strong> 15<\/p>

                                      Hit Points<\/strong> 1 (1d4 - 1)<\/p>

                                      Speed<\/strong> 10ft., fly 30 ft.<\/p>
                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                      2 (- 4)<\/td>20 (+5)<\/td>8 (- 1)<\/td>10 (+0)<\/td>14 (+2)<\/td>15 (+2)<\/td><\/tr><\/tbody><\/table>

                                      Skills<\/strong> Perception +4, Stealth +7<\/p>

                                      Senses<\/strong> passive Perception 14<\/p>

                                      Languages<\/strong> Sylvan<\/p>

                                      Challenge<\/strong> 1\/4 (50 XP)<\/p>

                                      Magic Resistance<\/strong>. The pixie has advantage on saving throws<\/p>

                                      against spells and other magical effects.<\/p>

                                      Innate Spellcasting<\/strong>. The pixie's innate spellcasting ability is<\/p>

                                      Charisma (spell save DC 12). It can innately cast the following<\/p>

                                      spells, requiring only its pixie dust as a component:<\/p>

                                      At will<\/strong>: druidcraft<\/p>

                                      1\/day<\/strong> each: confusion, dancing lights, detect evil and good,<\/p>

                                      detect thoughts, dispel magic, entangle, fly, phantasmal force,<\/p>

                                      polymorph, sleep<\/p>

                                      ACTIONS<\/strong><\/p>

                                      Superior Invisibility<\/strong>. The pixie magically turns invisible until<\/p>

                                      its concentration ends (as if concentrating on a spell). Any<\/p>

                                      equipment the pixie wears or carries is invisible with it.<\/p>

                                       <\/p>

                                      Standing barely a foot tall<\/strong>, pixies resemble<\/p>

                                      diminutive elves with gossamer wings like<\/p>

                                      those of dragonflies or butterflies, bright as the<\/p>

                                      clear dawn and as luminous as the full moonrise.<\/p>

                                       <\/p>

                                      Curious as cats and shy as deer<\/strong>, pixies go where<\/p>

                                      they please. They like to spy on other creatures<\/p>

                                      and can barely contain their excitement around<\/p>

                                      them. The urge to introduce themselves and<\/p>

                                      strike up a friendship is almost overwhelming;<\/p>

                                      only a pixie's fear of being captured or attacked<\/p>

                                      stays its hand. Those who wander through a<\/p>

                                      pixie's glade might never see the creatures, yet<\/p>

                                      hear the occasional giggle, gasp, or sigh.<\/p>

                                       <\/p>

                                      Pixies array themselves<\/strong> like princes and<\/p>

                                      princesses of the fey, wearing flowing<\/p>

                                      gowns and doublets of silk that sparkle<\/p>

                                      like moonlight on a pond. Some dress<\/p>

                                      in acorns, leaves, bark, and the pelts of<\/p>

                                      tiny woodland beasts. They take great pride<\/p>

                                      in their regalia and beam with joy when they are<\/p>

                                      complimented on their ensembles.<\/p>

                                       <\/p>

                                      Magical Faerie Folk<\/strong>. With their innate power of<\/p>

                                      invisibility, pixies rarely appear unless they wish to be<\/p>

                                      seen. In the Feywild and on the Material Plane, pixies<\/p>

                                      etch patterns of frost on winter ponds and rouse the<\/p>

                                      buds in springtime. They cause flowers to sparkle with<\/p>

                                      summer dew, and color the leaves with the blazing<\/p>

                                      hues of autumn.<\/p>

                                       <\/p>

                                      Pixie Dust<\/strong>. When pixies fly visibly, a shower of<\/p>

                                      sparkling dust follows in their wake like the glittering<\/p>

                                      tail of a shooting star. A mere sprinkle of pixie dust is<\/p>

                                      said to be able to grant the power of flight, confuse a<\/p>

                                      creature hopelessly, or send foes into a magical slumber.<\/p>

                                      Only pixies can use their dust to its full potential,<\/p>

                                      but these fey are constantly sought out by mages and<\/p>

                                      monsters seeking to study or master their power.<\/p>

                                       <\/p>

                                      Tiny Tricksters<\/strong>. While the arrival of visitors piques<\/p>

                                      their curiosity, pixies are too shy to reveal themselves<\/p>

                                      at first. They study the visitors from afar to gauge<\/p>

                                      their temperament or play harmless tricks on them to<\/p>

                                      measure their reactions. For example, pixies might<\/p>

                                      tie a dwarf's boots together, create illusions of strange<\/p>

                                      creatures or treasures, or use dancing lights to lead<\/p>

                                      interlopers astray. If the visitors respond with hostility,<\/p>

                                      the pixies give them a wide berth. If the visitors are<\/p>

                                      good natured, the pixies are likely to be emboldened<\/p>

                                      and more friendly. The fey might even emerge and offer<\/p>

                                      to guide their \"guests\" along a safe route or invite them<\/p>

                                      to a tiny yet satisfying feast prepared in their honor.<\/p>

                                       <\/p>

                                      Opposed to Violence<\/strong>. Unlike their fey cousins, the<\/p>

                                      sprites, pixies abhor weapons and would sooner flee<\/p>

                                      than get into a physical altercation with any enemy.<\/p><\/div>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fey","challenge_rating":"","alignment":"Neutral Good","reference":"Usergen"},{"id":10245,"name":"Quaggoth","full_text":"

                                      Quaggoth<\/h2>

                                      Meaium humanoid (quaggoth), chaotic neutral<\/p>

                                      Armor Class<\/strong> 13 (natural armor)<\/p>

                                      Hit Points<\/strong> 45 (6d8 + 18)<\/p>

                                      Speed<\/strong> 30ft., climb 30ft.<\/p>
                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                      17 (+3)<\/td>12 (+1 )<\/td>16 (+3)<\/td>6 (-2)<\/td>12 (+1 )<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                                      Skills<\/strong> Athletics +5<\/p>

                                      Damage Immunities<\/strong> poison<\/p>

                                      Condition Immunities<\/strong> poisoned<\/p>

                                      Senses<\/strong> darkvision 120ft., passive Perception 10<\/p>

                                      Languages<\/strong> Undercommon<\/p>

                                      Challenge<\/strong> 2 (450 XP)<\/p>

                                      Wounded Fury<\/strong>. While it has 10 hit points or fewer, the<\/p>

                                      quaggoth has advantage on attack rolls. In addition, it deals an<\/p>

                                      extra 7 (2d6) damage to any target it hits with a melee attack.<\/p>

                                      ACTIONS<\/strong><\/p>

                                      Multiattack<\/strong>. The quaggoth makes two claw attacks.<\/p>

                                      Claw<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

                                      Hit: 6 (ld6 + 3) slashing damage.<\/p>

                                       <\/p>

                                      Savage and territorial<\/strong>, quaggoths climb the chasms<\/p>

                                      of the Underdark. They maul their foes in a frenzy,<\/p>

                                      becoming even more murderous in the face of death.<\/p>

                                      Quaggoth Origins. Quaggoths were never an<\/p>

                                      enlightened species, but they were not a lways the brutal<\/p>

                                      Underdark denizens they are today. In a distant age,<\/p>

                                      quaggoth tribes dwelled upon the surface as nocturnal<\/p>

                                      arboreal hunters, possessing their own language and<\/p>

                                      culture . When elves appeared in the mortal realm, they<\/p>

                                      clashed with the quaggoths, eventually driving them to<\/p>

                                      near extinction. Only by fleeing deep into the Underdark<\/p>

                                      did the quaggoths survive.<\/p>

                                       <\/p>

                                      As they passed the ages deep beneath the world<\/strong>, the<\/p>

                                      quaggoths' fur lost its color and their vision adapted to<\/p>

                                      the darkness, even as the constant danger and weird<\/p>

                                      magic of their new realm transformed them. Turning<\/p>

                                      increasingly brutal and savage, they ate whatever food<\/p>

                                      they could find-and when they could not find it, they<\/p>

                                      preyed on each other. As cannibalism became part of<\/p>

                                      their culture, their past was abandoned.<\/p>

                                       <\/p>

                                      Servants of the Drow<\/strong>. The ancient enmity between<\/p>

                                      quaggoths and surface elves makes them easy converts<\/p>

                                      to the dark elf cause. In recent years, the drow have<\/p>

                                      taken an interest in breeding quaggoths, encouraging<\/p>

                                      their ferocity while strengthening their obedience.<\/p>

                                      Wealthy drow houses have legions of quaggoths at<\/p>

                                      their command. Even worse, the drow cultivate the<\/p>

                                      quaggoths' hatred of the elves by leading them on<\/p>

                                      surface raids against known elven enclaves.<\/p>

                                       <\/p>

                                      Thonots<\/strong>. Some quaggoths absorb psionic energy that<\/p>

                                      suffuses certain parts of the Underdark. When a tribe<\/p>

                                      discovers that one of its own has inherited such powers,<\/p>

                                      they press it into the role of tribal shaman, or thonot.<\/p>

                                       <\/p>

                                      A thonot<\/strong> keep a tribe's lore and ensures its superiority<\/p>

                                      against enemies. A thonot that fails the tribe is slain and<\/p>

                                      devoured in a cannibalistic ritual, in the hope that its<\/p>

                                      power passes to another more worthy quaggoth.<\/p>

                                      Poison Immunity. Generations of hunting venomous<\/p>

                                      subterranean creatures and perpetual exposure to the<\/p>

                                      molds and fungi that grow in the depths have forced<\/p>

                                      quaggoths to adapt immunities to poisons of all kinds.<\/p>

                                       <\/p>

                                      VARIANT: QUAGGOTH THONOT<\/strong><\/p>

                                      A quaggoth thonot is a normal quaggoth with a challenge<\/p>

                                      rating of 3 (700 XP) and the following additional trait.<\/p>

                                      Innate Spellcasting (Psionics). The quaggoth's innate<\/p>

                                      spellcasting ability is Wisdom (spell save DC 11 ). The<\/p>

                                      quaggoth can innately cast the following spells, requiring<\/p>

                                      no components:<\/p>

                                      At will<\/strong>: feather fall, mage hand (the hand is invisible)<\/p>

                                      1 day each<\/strong>: cure wounds, enlargejreduce, heat metal, mirror image.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Chaotic Neutral","reference":"Usergen"},{"id":10246,"name":"Young Remorhaz ","full_text":"

                                      Young Remorhaz<\/h2>

                                      Large monstrosity, unaligned<\/p>

                                      Armor Class<\/strong> 14 (natural armor)<\/p>

                                      Hit Points<\/strong> 93 (11d10 + 33)<\/p>

                                      Speed<\/strong> 30 ft., burrow 20ft.<\/p>
                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                      18 (+4)<\/td>13 (+1)<\/td>17 (+3)<\/td>3 (-4)<\/td>10 (+0)<\/td>4 (-3)<\/td><\/tr><\/tbody><\/table>

                                      Damage Immunities<\/strong> cold, fire<\/p>

                                      Senses<\/strong> darkvision 60 ft. , tremorsense 60ft.,<\/p>

                                      passive<\/strong> Perception 10<\/p>

                                      Languages<\/strong> -<\/p>

                                      Challenge<\/strong> 5 (1 ,800 XP)<\/p>

                                      Heated Body<\/strong>. A creature that touches the remorhaz or hits<\/p>

                                      it with a melee attack while within 5 feet of it takes 7 (2d6)<\/p>

                                      fire damage.<\/p>

                                      ACTIONS<\/strong><\/p>

                                      Bite<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.<\/p>

                                      Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10247,"name":"Revenant ","full_text":"

                                      Revenant<\/h2>

                                      Medium undead, neutral<\/p>

                                      Armor Class<\/strong> 13 (leather armor)<\/p>

                                      Hit Points<\/strong> 136 (16d8 + 64)<\/p>

                                      Speed<\/strong> 30ft.<\/p>
                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                      18 (+4)<\/td>14 (+2)<\/td>18 (+4)<\/td>13 (+1)<\/td>16 (+3)<\/td>18 (+4)<\/td><\/tr><\/tbody><\/table>

                                      Saving Throws<\/strong> Str +7, Con +7, Wis +6, Cha +7<\/p>

                                      Damage Resistances<\/strong> necrotic, psychic<\/p>

                                      Damage Immunities<\/strong> poison<\/p>

                                      Condition Immunities<\/strong> charmed, exhaustion, frightened,<\/p>

                                      paralyzed, poisoned, stunned<\/p>

                                      Senses darkvision<\/strong> 60ft., passive Perception 13<\/p>

                                      Language- <\/strong>the languages it knew in life<\/p>

                                      Challenge<\/strong> 5 (1 ,800 XP)<\/p>

                                      Regeneration<\/strong>. The revenant regains 10 hit points at the start<\/p>

                                      of its turn. If the revenant takes fire or radiant damage, this<\/p>

                                      trait doesn't function at the start of the revenant's next turn.<\/p>

                                      The revenant's body is destroyed only if it starts its turn with<\/p>

                                      0 hit points and doesn't regenerate.<\/p>

                                      Rejuvenation<\/strong>. When the revenant's body is destroyed, its soul<\/p>

                                      lingers. After 24 hours, the soul inhabits and animates another<\/p>

                                      corpse on the same plane of existence and regains all its hit<\/p>

                                      points. While the soul is bodiless, a wish spell can be used to<\/p>

                                      force the soul to go to the afterlife and not return.<\/p>

                                      Turn Immunity<\/strong>. The revenant is immune to effects that<\/p>

                                      turn undead.<\/p>

                                      Vengeful<\/strong> Tracker<\/strong>. The revenant knows the distance to and<\/p>

                                      direction of any creature against which it seeks revenge, even<\/p>

                                      if the creature and the revenant are on different planes of<\/p>

                                      existence. If the creature being tracked by the revenant dies,<\/p>

                                      the revenant knows.<\/p>

                                      ACTIONS<\/strong><\/p>

                                      Multiattack<\/strong>. The revenant makes two fist attacks.<\/p>

                                      Fist<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:<\/p>

                                      11 (2d6 + 4) bludgeoning damage. If the target is a creature<\/p>

                                      against which the revenant has sworn vengeance, the target<\/p>

                                      takes an extra 14 (4d6) bludgeoning damage. Instead of dealing<\/p>

                                      damage, the revenant can grapple the target (escape DC 14)<\/p>

                                      provided the target is Large or smaller.<\/p>

                                      Vengeful Glare<\/strong>. The revenant targets one creature it can see<\/p>

                                      within 30 feet of it and against which it has sworn vengeance.<\/p>

                                      The target must make a DC 15 Wisdom saving throw. On a<\/p>

                                      failure, the target is paralyzed until the revenant deals damage<\/p>

                                      to it, or until the end of the revenant's next turn. When the<\/p>

                                      paralysis ends, the target is frightened of the revenant for 1<\/p>

                                      minute. The frightened target can repeat the saving throw at<\/p>

                                      the end of each of its turns, with disadvantage if it can see<\/p>

                                      the revenant, ending the frightened condition on itself on<\/p>

                                      a success.<\/p>

                                       <\/p>

                                      A revenant forms<\/strong> from the soul of a mortal who met a<\/p>

                                      cruel and undeserving fate. It claws its way back into the<\/p>

                                      world to seek revenge against the one who wronged it.<\/p>

                                      The revenant reclaims its mortal body and superficially<\/p>

                                      resembles a zombie. However, instead of lifeless eyes,<\/p>

                                      a revenant's eyes burn with resolve and flare in the<\/p>

                                      presence of its adversary. If the revenant's original<\/p>

                                      body was destroyed or is otherwise unavailable, the<\/p>

                                      spirit of the revenant enters another humanoid corpse.<\/p>

                                      Regardless of the body the revenant uses as a vessel,<\/p>

                                      its adversary always recognizes the revenant for what<\/p>

                                      it truly is.<\/p>

                                       <\/p>

                                      Hunger for Revenge<\/strong>. A revenant has only one year to<\/p>

                                      exact revenge. When its adversary dies, or if the revenant<\/p>

                                      fails to kill its adversary before its time runs out, it<\/p>

                                      crumbles to dust and its soul fades into the afterlife. If its<\/p>

                                      foe is too powerful for the revenant to destroy on its own,<\/p>

                                      it seeks worthy allies to help it fulfill its quest.<\/p>

                                       <\/p>

                                      Divine]ustice<\/strong>. No magic can hide a creature pursued<\/p>

                                      by a revenant, which always knows the direction and<\/p>

                                      distance between it and the target of its vengeance. In<\/p>

                                      cases where the revenant seeks revenge against more<\/p>

                                      than one adversary, it pursues them one at a time,<\/p>

                                      starting with the creature that dealt it the killing blow.<\/p>

                                      If the revenant's body is destroyed, its soul flies forth to<\/p>

                                      seek out a new corpse in which to resume its hunt.<\/p>

                                       <\/p>

                                      Undead Nature<\/strong>. A revenant doesn't require air, food,<\/p>

                                      drink, or sleep.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10248,"name":"Sahuagin Priestess ","full_text":"

                                      Sahuagin Priestess<\/h2>

                                      Medium numanoid (sahuagin), lawful evil<\/p>

                                      Armor Class<\/strong> 12 (natural armor)<\/p>

                                      Hit Points<\/strong> 33 (6d8 + 6)<\/p>

                                      Speed<\/strong> 30ft., swim 40ft.<\/p>
                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                      13 (+1)<\/td>11 (+0)<\/td>12 (+1)<\/td>12 (+1)<\/td>14 (+2)<\/td>13 (+1)<\/td><\/tr><\/tbody><\/table>

                                      Skills<\/strong> Perception +6, Religion +3<\/p>

                                      Senses<\/strong> darkvision 120ft., passive Perception 16<\/p>

                                      Languages<\/strong> Sahuagin<\/p>

                                      Challenge 2 (450 XP)<\/p>

                                      Blood Frenzy<\/strong>. The sahuagin has advantage on melee attack<\/p>

                                      rolls against any creature that doesn't have all its hit points.<\/p>

                                      Limited Amphibiousness<\/strong>. The sahuagin can breathe air and<\/p>

                                      water, but she needs to be submerged at least once every 4<\/p>

                                      hours to avoid suffocating.<\/p>

                                      Shark Telepathy<\/strong>. The sahuagin can magically command any<\/p>

                                      shark within 120 feet of her, using a limited telepathy.<\/p>

                                      Spellcasting<\/strong>. The sahuagin is a 6th-level spellcaster. Her<\/p>

                                      spellcasting ability is Wisdom (spell save DC 12, +4 to hit with<\/p>

                                      spell attacks). She has the following cleric spells prepared:<\/p>

                                      Cantrips<\/strong> (at will): guidance, thaumaturgy<\/p>

                                      • 1st level (4 slots): bless, detect magic, guiding bolt<\/li>
                                      • 2nd level (3 slots): hold person, spiritual weapon (trident)<\/li>
                                      • 3rd level (3 slots): mass healing word, tongues<\/li><\/ul>

                                        Multiattack<\/strong>. The sahuagin makes two attacks: one with her<\/p>

                                        bite and one with her claws.<\/p>

                                        Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p>

                                        Hit: 3 (ld4 + 1) piercing damage.<\/p>

                                        Claws<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p>

                                        Hit: 3 (ld4 + 1) slashing damage.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Lawful Evil","reference":"Usergen"},{"id":10249,"name":"Fire Snake","full_text":"

                                        Fire Snake<\/h2>

                                        Medium elemental, neutral evil<\/p>

                                        Armor Class<\/strong> 14 (natural armor)<\/p>

                                        Hit Points<\/strong> 22 (Sd8)<\/p>

                                        Speed<\/strong> 30ft.<\/p>
                                        STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                        12 (+1)<\/td>14 (+2)<\/td>11 (+0)<\/td>7 (-2)<\/td>10 (+0)<\/td>8 (-1)<\/td><\/tr><\/tbody><\/table>

                                        Damage Vulnerabilities<\/strong> cold<\/p>

                                        Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p>

                                        nonmagical weapons<\/p>

                                        Damage<\/strong> Immunities fire<\/p>

                                        Senses<\/strong> darkvision 60ft., passive Perception 10<\/p>

                                        Languages<\/strong> understands lgnan but can't speak<\/p>

                                        Challenge<\/strong> 1 (200 XP)<\/p>

                                        Heated Body<\/strong>. A creature that touches the snake or hits it with a<\/p>

                                        melee attack while within 5 feet of it takes 3 (1d6) fire damage.<\/p>

                                        ACTIONS<\/strong><\/p>

                                        Multiattack<\/strong>. The snake makes two attacks: one with its bite<\/p>

                                        and one with its tail.<\/p>

                                        Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p>

                                        Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage.<\/p>

                                        Tail<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:<\/p>

                                        3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.<\/p>

                                         <\/p>

                                        Fire Snakes<\/strong>. Salamanders hatch from eggs that<\/p>

                                        are two-foot-diameter spheres of smoldering obsidian.<\/p>

                                        When a salamander is ready to hatch, it melts its way<\/p>

                                        through the egg's thick shell and emerges as a fire<\/p>

                                        snake. A fire snake matures into a salamander adult<\/p>

                                        within a year.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Elemental","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10250,"name":"Sahuagin Baron","full_text":"

                                        Sahuagin Baron<\/h2>

                                        Large humanoid ahuagin) , lawful evil<\/p>

                                        Armor Class<\/strong> 16 (breastplate)<\/p>

                                        Hit Points<\/strong> 76 (9dl0 + 27)<\/p>

                                        Speed<\/strong> 30ft., swim 50 ft.<\/p>
                                        STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                        19 (+4)<\/td>15 (+2)<\/td>16 (+3)<\/td>14 (+2)<\/td>13 (+1)<\/td>17 (+3)<\/td><\/tr><\/tbody><\/table>

                                        Saving<\/strong> Throws<\/strong> Dex +5, Con +6, lnt +5, Wis +4<\/p>

                                        Skills<\/strong> Perception +7<\/p>

                                        Senses<\/strong> darkvision 120ft., passive Perception 17<\/p>

                                        Languages<\/strong> Sahuagin<\/p>

                                        Challenge<\/strong> 5 (1 ,800 XP)<\/p>

                                        Blood Frenzy<\/strong>. The sahuagin has advantage on melee attack<\/p>

                                        rolls against any creature that doesn't have all its hit points.<\/p>

                                        Limited Amphibiousness<\/strong>. The sahuagin can breathe air and<\/p>

                                        water, but he needs to be submerged at least once every 4<\/p>

                                        hours to avoid suffocating.<\/p>

                                        Shark Telepathy<\/strong>. The sahuagin can magically command any<\/p>

                                        shark within 120 feet of him, using a limited telepathy.<\/p>

                                        ACTIONS<\/strong><\/p>

                                        Multiattack<\/strong>. The sahuagin makes three attacks: one with his<\/p>

                                        bite and two with his claws or trident.<\/p>

                                        Bite<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.<\/p>

                                        Hit: 9 (2d4 + 4) piercing damage.<\/p>

                                        Claws<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.<\/p>

                                        Hit: 11 (2d6 + 4) slashing damage.<\/p>

                                        Trident<\/strong>. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or<\/p>

                                        range 20\/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage,<\/p>

                                        or 13 (2d8 + 4) piercing damage if<\/p>

                                        make a melee attack.<\/p>

                                         <\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Lawful Evil","reference":"Usergen"},{"id":10251,"name":"Scare Crow","full_text":"

                                        Scare Crow<\/h2>

                                        Medium construct, ohaotic evil<\/p>

                                        Armor Class<\/strong> 11<\/p>

                                        Hit Points<\/strong> 36 (8d8)<\/p>

                                        Speed<\/strong> 30ft.<\/p>
                                        STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                        11 (+0)<\/td>13 (+1)<\/td>11 (+0)<\/td>10 (+0)<\/td>10 (+0)<\/td>13 (+1)<\/td><\/tr><\/tbody><\/table>

                                        Damage Vulnerabilities<\/strong> fire<\/p>

                                        Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p>

                                        nonmagical weapons<\/p>

                                        Damage Immunities<\/strong> poison<\/p>

                                        Condition Immunities charmed, exhaustion , frightened,<\/p>

                                        paralyzed, poisoned, unconscious<\/p>

                                        Senses<\/strong> darkvision 60ft., passive Perception 10<\/p>

                                        Languages<\/strong> understands the languages of its creator but<\/p>

                                        can't speak<\/p>

                                        Challenge<\/strong> 1 (200 XP)<\/p>

                                        False Appearance<\/strong>. While the scarecrow remains motionless, it<\/p>

                                        is indistinguishable from an ordinary, inanimate scarecrow.<\/p>

                                        ACTIONS<\/strong><\/p>

                                        Multiattack<\/strong>. The scarecrow makes two claw attacks.<\/p>

                                        Claw<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p>

                                        Hit: 6 (2d4 + 1) slashing damage. If the target is a creature,<\/p>

                                        it must succeed on a DC 11 Wisdom saving throw or be<\/p>

                                        frightened until the end of the scarecrow's next turn.<\/p>

                                        Terrifying Glare<\/strong>. The scarecrow targets one creature it can<\/p>

                                        see within 30 feet of it. If the target can see the scarecrow, the<\/p>

                                        target must succeed on a DC 11 Wisdom saving throw or be<\/p>

                                        magically frightened until the end of the scarecrow's next turn.<\/p>

                                        The frightened target is paralyzed.<\/p>

                                         <\/p>

                                        At harvest time<\/strong>, when death revisits the twilit world and<\/p>

                                        summer's blossoms bow their withered heads, eerie<\/p>

                                        scarecrows loom in silent vigil over empty fields. With<\/p>

                                        immortal patience, these stoic sentinels hold their posts<\/p>

                                        through wind, storm, and flood, bound to their master's<\/p>

                                        command, eager to terrify prey with its sackcloth visage<\/p>

                                        and rend victims with its razor-sharp claws.<\/p>

                                         <\/p>

                                        Spirit-Powered Constructs<\/strong>. A scarecrow is animated<\/p>

                                        by the bound spirit of a slain evil creature, granting it<\/p>

                                        purpose and mobility. It is this uncanny presence from<\/p>

                                        beyond death that allows a scarecrow to inspire fear<\/p>

                                        in those it gazes upon. Hags and witches often bind<\/p>

                                        scarecrows with the spirits of demons, but any evil spirit<\/p>

                                        will do. Although aspects of the spirit's personality<\/p>

                                        might surface, a scarecrow's spirit doesn't recall the<\/p>

                                        memories it had as a creature, and its will is focused<\/p>

                                        solely on serving its creator. If its creator dies, the spirit<\/p>

                                        inhabiting a scarecrow either continues to follow its<\/p>

                                        last commands, seeks revenge for its creator's death, or<\/p>

                                        destroys itself.<\/p>

                                         <\/p>

                                        Construct Nature<\/strong>. A scarecrow doesn't require air,<\/p>

                                        food, drink, or sleep.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Construct","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10252,"name":"Slaad Tadpole","full_text":"

                                        Slaad Tadpole<\/h2>

                                        Tiny aberration, chaotic neutral<\/p>

                                        Armor Class<\/strong> 12<\/p>

                                        Hit Points<\/strong> 10 (4d4)<\/p>

                                        Speed<\/strong> 30 ft.<\/p>
                                        STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                        7 (-2)<\/td>15 (+2)<\/td>10 (+0)<\/td>3 (-4)<\/td>5 (-3)<\/td>3 (-4)<\/td><\/tr><\/tbody><\/table>

                                        Skills<\/strong> Stealth +4<\/p>

                                        Damage Resistances<\/strong> acid, cold, fire, lightning, thunder<\/p>

                                        Senses<\/strong> darkvision 60ft., passive Perception 7<\/p>

                                        Languages<\/strong> understands Slaad but can't speak<\/p>

                                        Challenge<\/strong> 1\/8 (25 XP)<\/p>

                                        Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p>

                                        against spells and other magical effects.<\/p>

                                        ACTIONS<\/strong><\/p>

                                        Bite<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p>

                                        Hit: 4 (1d4 + 2) piercing damage.<\/p><\/div>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Chaotic Neutral","reference":"Usergen"},{"id":10253,"name":"Red Slaad","full_text":"

                                        Red Slaad<\/h2>

                                        Large aberration, chaotic neutral<\/p>

                                        Armor Class<\/strong> 14 (natural armor)<\/p>

                                        Hit Points<\/strong> 93 (1 1d10 + 33)<\/p>

                                        Speed<\/strong> 30 ft.<\/p>
                                        STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                        16 (+3)<\/td>12 (+1)<\/td>16 (+3)<\/td>6 (-2)<\/td>6 (-2)<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                                        Skills<\/strong> Perception + 1<\/p>

                                        Damage Resistances<\/strong> acid, cold, fire, lightning, thunder<\/p>

                                        Senses<\/strong> darkvision 60 ft., passive Perception 11<\/p>

                                        Languages<\/strong> Slaad, telepathy 60ft.<\/p>

                                        Challenge<\/strong> 5 (1,800 XP)<\/p>

                                        Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p>

                                        against spells and other magical effects.<\/p>

                                        Regeneration<\/strong>. The slaad regains 10 hit points at the start of its<\/p>

                                        turn if it has at least 1 hit point.<\/p>

                                        ACTIONS<\/strong><\/p>

                                        Multiattack<\/strong>. The slaad makes three attacks: one with its bite<\/p>

                                        and two with its claws.<\/p>

                                        Bite<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.<\/p>

                                        Hit: 8 (2d4 + 3) piercing damage.<\/p>

                                        Claw<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.<\/p>

                                        Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid,<\/p>

                                        it must succeed on a DC 14 Constitution saving throw or be<\/p>

                                        infected with a disease- a minuscule slaad egg.<\/p>

                                        A humanoid host<\/strong> can carry only one slaad egg to term at a<\/p>

                                        time. Over three months, the egg moves to the chest cavity,<\/p>

                                        gestates, and forms a slaad tadpole. In the 24-hour period<\/p>

                                        before giving birth, the host starts to feel unwell, its speed is<\/p>

                                        halved, and it has disadvantage on attack rolls, ability checks,<\/p>

                                        and saving throws. At birth, the tadpole chews its way through<\/p>

                                        vital organs and out of the host's chest in 1 round, killing the<\/p>

                                        host in the process.<\/p>

                                        If the disease<\/strong> is cured before the tadpole's emergence, the<\/p>

                                        unborn slaad is disintegrated.<\/p>

                                         <\/p>

                                        When a red slaad claws a humanoid creature<\/strong>, it can<\/p>

                                        inject an egg from a gland under one of its claws. The<\/p>

                                        egg works its way into its host and gestates, eventually<\/p>

                                        forming a slaad tadpole. Such a tadpole then eats its way<\/p>

                                        out of the host's body, feeds on the host's remains, and<\/p>

                                        then seeks any other fresh meat it can find. The tadpole<\/p>

                                        transforms into a fully grown blue slaad- or green<\/p>

                                        slaad if the host had the ability to cast 3rd level spells or<\/p>

                                        higher- within 2d12 hours.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Chaotic Neutral","reference":"Usergen"},{"id":10254,"name":"Blue Slaad","full_text":"

                                        Blue Slaad<\/h2>

                                        Large aberration, chaotic neutral<\/p>

                                        Armor Class<\/strong> 15 (natural armor)<\/p>

                                        Hit Points<\/strong> 123 (13d10 + 52)<\/p>

                                        Speed<\/strong> 30 ft.<\/p>
                                        STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                        20 (+5)<\/td>15 (+2)<\/td>18 (+4)<\/td>7 (-2)<\/td>7 (-2)<\/td>9 (-1)<\/td><\/tr><\/tbody><\/table>

                                        Skills<\/strong> Perception + 1<\/p>

                                        Damage Resistances<\/strong> acid, cold, fire, lightning, thunder<\/p>

                                        Senses<\/strong> darkvision 60 ft., passive Perception 11<\/p>

                                        Languages<\/strong> Slaad, telepathy 60ft.<\/p>

                                        Challenge<\/strong> 7 (2,900 XP)<\/p>

                                        Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p>

                                        against spells and other magical effects.<\/p>

                                        Regeneration<\/strong>. The slaad regains 10 hit points at the start of its<\/p>

                                        turn if it has at least 1 hit point.<\/p>

                                        ACTIONS<\/strong><\/p>

                                        Multiattack<\/strong>. The slaad makes three attacks: one with its bite<\/p>

                                        and two with its claws.<\/p>

                                        Bite<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.<\/p>

                                        Hit: 12 (2d6 + 5) piercing damage.<\/p>

                                        Claw<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.<\/p>

                                        Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid ,<\/p>

                                        it must succeed on a DC 15 Constitution saving throw or be<\/p>

                                        infected with a disease called chaos phage. While infected,<\/p>

                                        the target can't regain hit points, and its hit point maximum is<\/p>

                                        reduced by 10 (3d6) every 24 hours. If the disease reduces the<\/p>

                                        target's hit point maximum to 0, the target instantly transforms<\/p>

                                        into a red slaad or, if it has the ability to cast spells of 3rd<\/p>

                                        level or higher, a green slaad. Only a wish spell can reverse the<\/p>

                                        transformation.<\/p>

                                         <\/p>

                                        The bone hooks<\/strong> that protrude from the back of a blue<\/p>

                                        slaad's hands inflict a terrible transformative disease<\/p>

                                        on humanoids wounded by them. This infection, called<\/p>

                                        chaos phage, transforms its victim into a fully grown red<\/p>

                                        slaad- or green slaad if the host was a spellcaster able<\/p>

                                        to cast 3rd level spells or higher.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Chaotic Neutral","reference":"Usergen"},{"id":10255,"name":"Green Slaad","full_text":"

                                        Green Slaad<\/h2>

                                        Large aberration (shapechonger), chaotic neutral<\/p>

                                        Armor Class 16 (natural armor)<\/p>

                                        Hit Points<\/strong> 127 (l5dl0 + 45)<\/p>

                                        Speed<\/strong> 30ft.<\/p>
                                        STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                        18 (+4)<\/td>15 (+2)<\/td>16 (+3)<\/td>11 (+0)<\/td>8 (-1)<\/td>12 (+l)<\/td><\/tr><\/tbody><\/table>

                                        Skills<\/strong> Arcana +3, Perception +2<\/p>

                                        Damage Resistances<\/strong> acid, cold, fire, lightning, thunder<\/p>

                                        Senses<\/strong> blindsight 30ft., darkvision 60ft., passive Perception 12<\/p>

                                        Languages<\/strong> Slaad, telepathy 60ft.<\/p>

                                        Challenge<\/strong> 8 (3,900 XP)<\/p>

                                        Shapechanger<\/strong>. The slaad can use its action to polymorph into<\/p>

                                        a Small or Medium humanoid, or back into its true form. Its<\/p>

                                        statistics, other than its size, are the same in each form. Any<\/p>

                                        equipment it is wearing or carrying isn't transformed. It reverts<\/p>

                                        to its true form if it dies.<\/p>

                                        Innate Spellcasting<\/strong>. The slaad's innate spellcasting ability is<\/p>

                                        Charisma (spell save DC 12). The slaad can innately cast the<\/p>

                                        following spells, requiring no material components:<\/p>

                                        At will<\/strong>: detect magic, detect thoughts, mage hand<\/p>

                                        • 2\/Day each: fear, invisibility (self only)<\/li>
                                        • l\/Day:fireball<\/li><\/ul>

                                          Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p>

                                          against spells and other magical effects.<\/p>

                                          Regeneration. The slaad regains 10 hit points at the start of its<\/p>

                                          turn if it has at least 1 hit point.<\/p>

                                          ACTIONS<\/strong><\/p>

                                          Multiattack<\/strong>. The slaad makes three attacks: one with its bite<\/p>

                                          and two with its claws or staff. Alternatively, it uses its Hurl<\/p>

                                          Flame twice.<\/p>

                                          Bite<\/strong> (Siaad Form Only). Melee Weapon Attack: +7 to hit, reach 5<\/p>

                                          ft., one target. Hit: 11 (2d6 + 4) piercing damage.<\/p>

                                          Claw<\/strong> (Siaad Form Only). Melee Weapon Attack: +7 to hit, reach<\/p>

                                          5 ft., one target. Hit: 7 (ld6 + 4) slashing damage.<\/p>

                                          Staff<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.<\/p>

                                          Hit: 11 (2d6 + 4) bludgeoning damage.<\/p>

                                          Hurl Flame<\/strong>. Ranged Spell Attack: +4 to hit, range 60ft., one<\/p>

                                          target. Hit: 10 (3d6) fire damage . The fire ignites flammable<\/p>

                                          objects that aren't being worn or carried.<\/p>

                                           <\/p>

                                          Green slaadi<\/strong> are surprisingly intelligent and possess<\/p>

                                          innate spellcasting ability. A green slaad can change<\/p>

                                          its shape to appear as a humanoid. If it was born of a<\/p>

                                          humanoid host, the slaad usually adopts its host's form.<\/p>

                                           <\/p>

                                          At some unpredictable point<\/strong> in its existence, a<\/p>

                                          green slaad unlocks the means to magically, instantly,<\/p>

                                          and permanently transform itself into a gray slaad.<\/p>

                                          Unlocking this knowledge can take years, even decades.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"0","alignment":"Chaotic Neutral","reference":"Usergen"},{"id":10256,"name":"Gray Slaad","full_text":"

                                          Gray Slaad<\/h2>

                                          Medium aberration (shapechanger), chaotic neutral<\/p>

                                          Armor Class<\/strong> 18 (natural armor)<\/p>

                                          Hit Points<\/strong> 127 (l7d8 +51)<\/p>

                                          Speed<\/strong> 30ft.<\/p>
                                          STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                          17 (+3)<\/td>17 (+3)<\/td>16 (+3)<\/td>13 (+1)<\/td>8 (-1)<\/td>14 (+2)<\/td><\/tr><\/tbody><\/table>

                                          Skills<\/strong> Arcana +5, Perception +6<\/p>

                                          Damage Resistances<\/strong> acid, cold, fire , lightning, thunder<\/p>

                                          Senses<\/strong> blindsight 60 ft., darkvision 60ft., passive Perception 16<\/p>

                                          Languages<\/strong> Slaad, telepathy 60 ft.<\/p>

                                          Challenge<\/strong> 9 (5,000 XP)<\/p>

                                          Shapechanger<\/strong>. The sla ad can use its action to polymorph into<\/p>

                                          a Small or Medium humanoid, or back into its true form. Its<\/p>

                                          statistics, other than its size, are the same in each form. Any<\/p>

                                          equipment it is wearing or carrying isn't transformed. It reverts<\/p>

                                          to its true form if it dies.<\/p>

                                          Innate Spellcasting<\/strong>. The slaad's innate spellcasting ability is<\/p>

                                          Charisma (spell save DC 14). The slaad can innately cast the<\/p>

                                          following spells, requ iring no material components:<\/p>

                                          At will<\/strong>: detect magic, detect thoughts, invisibility (self only),<\/p>

                                          mage hand, major image<\/p>

                                          • 2\/day each:fear,fly,fireba \/1 , tongues<\/li>
                                          • l\/day: plane shift (self only)<\/li><\/ul>

                                            Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p>

                                            against spells and other magical effects.<\/p>

                                            Magic Weapons<\/strong>. The slaad's weapon attacks are magica l.<\/p>

                                            Regeneration. The slaad regains 10 hit points at the start of its<\/p>

                                            turn if it has at least l hit point.<\/p>

                                            ACTIONS<\/strong><\/p>

                                            Multiattack<\/strong>. The slaad makes three attacks: one with its bite<\/p>

                                            and two with its claws or greatsword.<\/p>

                                            Bite<\/strong> (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5<\/p>

                                            ft., one target. Hit: 6 (ld6 + 3) piercing damage .<\/p>

                                            Claws<\/strong> (Siaad Form Only). Melee Weapon Attack: +7 to hit, reach<\/p>

                                            5 ft. , one target. Hit: 8 (ldlO + 3) slashing damage.<\/p>

                                            Greatsword<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one<\/p>

                                            target. Hit: 10 (2d6 + 3) slashing damage.<\/p>

                                             <\/p>

                                            Outside of Limbo<\/strong>, gray slaadi act as living extensions of<\/p>

                                            the will of their masters, the death slaadi. A gray slaad<\/p>

                                            journeys to the Material Plane on errands of doom,<\/p>

                                            often taking humanoid form. A gray slaad learns how<\/p>

                                            to master the use of a greatsword and imbue it with its<\/p>

                                            own innate magic.<\/p>

                                             <\/p>

                                            A gray slaad<\/strong> that eats the entire corpse of a dead<\/p>

                                            death slaad instantly transforms into a death slaad.<\/p>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Chaotic Neutral","reference":"Usergen"},{"id":10257,"name":"Death Slaad","full_text":"

                                            Death Slaad<\/h2>

                                            Medium aberration (shapechanger), chaotic evil<\/p>

                                            Armor Class<\/strong> 18 (natural armor)<\/p>

                                            Hit Points<\/strong> 170 (20d8 + 80)<\/p>

                                            Speed<\/strong> 30ft.<\/p>
                                            STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                            20 (+5)<\/td>15 (+2)<\/td>19 (+4)<\/td>15 (+2)<\/td>10 (+0)<\/td>16 (+3)<\/td><\/tr><\/tbody><\/table>

                                            Skills<\/strong> Arcana +6, Perception +8<\/p>

                                            Damage Resistances<\/strong> acid, cold, fire , lightn ing, thunder<\/p>

                                            Senses<\/strong> blindsight 60 ft., da rkvision 60ft., passive Perception 18<\/p>

                                            Languages<\/strong> Slaad , telepathy 60ft.<\/p>

                                            Challenge<\/strong> 10 (5,900 XP)<\/p>

                                            Shapechanger<\/strong>. The slaad can use its action to polymorph into<\/p>

                                            a Small or Medium humanoid, or back into its true form. Its<\/p>

                                            statistics, other than its size, are the same in each form. Any<\/p>

                                            equipment it is wearing or carrying isn't transformed. It reverts<\/p>

                                            to its true form if it dies.<\/p>

                                            Innate Spellcasting<\/strong>. The slaad's innate spellcasting ability<\/p>

                                            is Charisma (spell save DC 15, +7 to hit with spell attacks).<\/p>

                                            The slaad can innately cast the following spells, requiring no<\/p>

                                            material components:<\/p>

                                            At will<\/strong>: detect magic, detect thoughts, invisibility (self only),<\/p>

                                            mage hand, major image<\/p>

                                            • 2\/day each: fear, fireball, fly, tongues<\/li>
                                            • 1\/day each: cloudki\/1, plane shift<\/li><\/ul>

                                              Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p>

                                              against spells and other magical effects.<\/p>

                                              Magic Weapons. The slaad's weapon attacks are magical.<\/p>

                                              Regeneration<\/strong>. The slaad regains 10 hit points at the start of its<\/p>

                                              turn if it has at least 1 hit point.<\/p>

                                              ACTIONS<\/strong><\/p>

                                              Multiattack<\/strong>. The slaad makes three attacks: one with its bite<\/p>

                                              and two with its claws or greatsword.<\/p>

                                              Bite<\/strong> (Siaad Form Only). Melee Weapon Attack: +9 to hit, reach<\/p>

                                              5 ft., one target. Hit: 9 (ld8 + 5) piercing damage plus 7 (2d6)<\/p>

                                              necrotic damage.<\/p>

                                              Claws<\/strong> (Siaad Form Only). Melee Weapon Attack: +9 to hit,<\/p>

                                              reach 5 ft., one target. Hit: 10 (ld10 + 5) slashing damage plus<\/p>

                                              7 (2d6) necrotic damage.<\/p>

                                              Greatsword<\/strong>. Melee Weapon Attack: +9 to hit, reach 5 ft.,<\/p>

                                              one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6)<\/p>

                                              necrotic damage.<\/p>

                                               <\/p>

                                              Death slaadi<\/strong> are suffused with energy from the Negative<\/p>

                                              Energy Plane and exemplify evil's corruption of chaos,<\/p>

                                              and they take sadistic pleasure in bringing harm<\/p>

                                              to others. They propagate their race by dragooning<\/p>

                                              mobs of red and blue slaadi and invading other<\/p>

                                              planes. Humanoids who survive the incursion become<\/p>

                                              incubators for new slaadi.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"0","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10258,"name":"Slaad Control Gem","full_text":"

                                              Slaad Control Gem<\/h2>

                                              As a slaad emerges from the Spawning Stone, the stone<\/p>

                                              magically implants a fragment of itself in the slaad's brain.<\/p>

                                              This fragment takes the form of a magic gem roughly the size<\/p>

                                              and shape of a human child's fist. The gem is the same color<\/p>

                                              as the slaad. Another creature can use magic to draw forth<\/p>

                                              a slaad's gem and use it to subjugate the slaad. The slaad<\/p>

                                              must obey whoever possesses its gem. If a slaad's gem is<\/p>

                                              destroyed, the slaad can no longer be controlled in this way.<\/p>

                                               <\/p>

                                              A slaad born<\/strong> from something other than the Spawning<\/p>

                                              Stone has no gem in its brain, but it gains one if it ever<\/p>

                                              comes into contact with the Spawning Stone. Slaadi on<\/p>

                                              Limbo are attracted to the Spawning Stone, so most end up<\/p>

                                              with a gem. A slaad with a control gem in its brain has the<\/p>

                                              following additional trait.<\/p>

                                               <\/p>

                                              Control Gem<\/strong>. Implanted in the slaad's brain is a magic<\/p>

                                              control gem. The slaad must obey whoever possesses the<\/p>

                                              gem and is immune to being charmed while so controlled.<\/p>

                                              Certain spells can be used to acquire the gem. If the slaad<\/p>

                                              fails its saving throw against imprisonment, the spell can<\/p>

                                              transfer the gem to the spellcaster's open hand, instead<\/p>

                                              of imprisoning the slaad. A wish spell, if cast in the slaad's<\/p>

                                              presence, can be worded to acquire the gem.<\/p>

                                              A greater restoration spell cast on the slaad destroys the<\/p>

                                              gem without harming the slaad.<\/p>

                                               <\/p>

                                              Someone who is proficient in Wisdom (Medicine)<\/strong> can<\/p>

                                              remove the gem from an incapacitated slaad . Each try<\/p>

                                              requires 1 minute of uninterrupted work and a successful DC<\/p>

                                              20 Wisdom (Medicine) check. Each failed attempt deals 22<\/p>

                                              (4dl0) psychic damage to the slaad.<\/p>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10259,"name":"Slaad Control Gem","full_text":"

                                              Slaad Control Gem<\/h2>

                                              As a slaad emerges from the Spawning Stone, the stone<\/p>

                                              magically implants a fragment of itself in the slaad's brain.<\/p>

                                              This fragment takes the form of a magic gem roughly the size<\/p>

                                              and shape of a human child's fist. The gem is the same color<\/p>

                                              as the slaad. Another creature can use magic to draw forth<\/p>

                                              a slaad's gem and use it to subjugate the slaad. The slaad<\/p>

                                              must obey whoever possesses its gem. If a slaad's gem is<\/p>

                                              destroyed, the slaad can no longer be controlled in this way.<\/p>

                                               <\/p>

                                              A slaad born<\/strong> from something other than the Spawning<\/p>

                                              Stone has no gem in its brain, but it gains one if it ever<\/p>

                                              comes into contact with the Spawning Stone. Slaadi on<\/p>

                                              Limbo are attracted to the Spawning Stone, so most end up<\/p>

                                              with a gem. A slaad with a control gem in its brain has the<\/p>

                                              following additional trait.<\/p>

                                               <\/p>

                                              Control Gem<\/strong>. Implanted in the slaad's brain is a magic<\/p>

                                              control gem. The slaad must obey whoever possesses the<\/p>

                                              gem and is immune to being charmed while so controlled.<\/p>

                                              Certain spells can be used to acquire the gem. If the slaad<\/p>

                                              fails its saving throw against imprisonment, the spell can<\/p>

                                              transfer the gem to the spellcaster's open hand, instead<\/p>

                                              of imprisoning the slaad. A wish spell, if cast in the slaad's<\/p>

                                              presence, can be worded to acquire the gem.<\/p>

                                              A greater restoration spell cast on the slaad destroys the<\/p>

                                              gem without harming the slaad.<\/p>

                                               <\/p>

                                              Someone who is proficient in Wisdom (Medicine)<\/strong> can<\/p>

                                              remove the gem from an incapacitated slaad . Each try<\/p>

                                              requires 1 minute of uninterrupted work and a successful DC<\/p>

                                              20 Wisdom (Medicine) check. Each failed attempt deals 22<\/p>

                                              (4dl0) psychic damage to the slaad.<\/p>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10260,"name":"Thri-Kreen","full_text":"

                                              Thri-Kreen<\/h2>

                                              Medium humanoid (thri-kreen), chaotic neutral<\/p>

                                              Armor Class<\/strong> 15 (natural armor)<\/p>

                                              Hit Points<\/strong> 33 (6d8 + 6)<\/p>

                                              Speed<\/strong> 40 ft.<\/p>
                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                              12 (+1)<\/td>15 (+2)<\/td>13 (+1)<\/td>8 (-1)<\/td>12 (+1)<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                                              Skills<\/strong> Perception +3, Stealth +4, Survival +3<\/p>

                                              Senses<\/strong> darkvision 60 ft., pass ive Perce ption 13<\/p>

                                              Languages<\/strong> Thri-kreen<\/p>

                                              Challenge<\/strong> 1 (200 XP)<\/p>

                                              Chameleon<\/strong> Carapace<\/strong>. The thri-kreen can change the color of<\/p>

                                              its carapace to match the color and texture of its surroundings.<\/p>

                                              As a result, it has advantage on Dexterity (Stealth) checks<\/p>

                                              made to hide.<\/p>

                                              Standing Leap<\/strong>. The thri-kreen's long jump is up to 30 feet and<\/p>

                                              its high jump is up to 15 feet, with or without a running start.<\/p>

                                              ACTIONS<\/strong><\/p>

                                              Multiattack<\/strong>. The thri-kreen makes two attacks: one with its<\/p>

                                              bite and one with its claws.<\/p>

                                              Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.<\/p>

                                              Hit: 4 (1d6 + 1) piercing damage, and the target must succeed<\/p>

                                              on a DC 11 Constitution saving throw or be poisoned for 1<\/p>

                                              minute. lfthe saving throw fails by 5 or more, the target is also<\/p>

                                              paralyzed while poisoned in this way. The poisoned target can<\/p>

                                              repeat the saving throw on each of its turns, ending the effect<\/p>

                                              on itself on a success.<\/p>

                                              Claws<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.<\/p>

                                              Hit: 6 (2d4 + 1) slashing damage.<\/p>

                                               <\/p>

                                              Thri-kreen wander<\/strong> the deserts and savannas of the<\/p>

                                              world, avoiding all other races.<\/p>

                                              Thri-Kreen Communication. Thri-kreen employ<\/p>

                                              a language without words. To show emotion and<\/p>

                                              reaction, a thri-kreen clacks its mandibles and waves its<\/p>

                                              antennae, giving other thri-kreen a sense of what it is<\/p>

                                              thinking and feeling. Other creatures find this manner<\/p>

                                              of communication difficult to interpret and impossible<\/p>

                                              to duplicate.<\/p>

                                               <\/p>

                                              When forced to interact<\/strong> with creatures of other<\/p>

                                              intelligent species, thri-kreen employ alternative<\/p>

                                              methods of communication, such as drawing pictures in<\/p>

                                              sand or making pictures out of twigs or blades of grass.<\/p>

                                              Limited Emotions. Thri-kreen experience the full<\/p>

                                              range of emotions but aren't as prone to emotional<\/p>

                                              outbursts as humans. Thri-kreen with psionic<\/p>

                                              ability often demonstrate a wider range of emotions,<\/p>

                                              particularly if they live near or interact with humans or<\/p>

                                              other highly emotional creatures.<\/p>

                                               <\/p>

                                              Isolationists and Wanderers<\/strong>. Thri-kreen consider<\/p>

                                              all other living creatures as potential nourishment, and<\/p>

                                              they love the taste of elf flesh in particular. If a creature<\/p>

                                              might be useful for something other than food, the thri-<\/p>

                                              kreen aren't likely to attack it on sight. Thri-kreen kill to<\/p>

                                              survive, never for sport.<\/p>

                                               <\/p>

                                              Sleepless<\/strong>. Thri-kreen don't require sleep and can rest<\/p>

                                              while remaining alert and performing light tasks. Their<\/p>

                                              inability to sleep is thought to be the reason why thri-<\/p>

                                              kreen have such short lifespans, the average thri-kreen<\/p>

                                              life expectancy being only thirty years.<\/p>

                                               <\/p>

                                              VARIANT: THRI-KREEN WEAPONS AND PSIONICS<\/strong><\/p>

                                              Some thri-kreen employ special martial weapons. A gythka is<\/p>

                                              a two-handed polearm with a blade at each end. A chatkcha<\/p>

                                              is a flat, triangular wedge with three serrated blades (a light<\/p>

                                              thrown weapon).<\/p>

                                              A thri-kreen armed<\/strong> with a gythka and chatkchas gains the<\/p>

                                              following action options:<\/p>

                                              Multiattack<\/strong>. The thri-kreen makes two gythka attacks or<\/p>

                                              two chatkcha attacks.<\/p>

                                              Gythka<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one<\/p>

                                              target. Hit: 5 (1 d8 + 1) slashing damage.<\/p>

                                              Chatkcha<\/strong>. Ranged Weapon Attack: +4 to hit, range 30\/120<\/p>

                                              ft., one target. Hit: 5 (1d6 + 2) slashing damage.<\/p>

                                              A few thri-kreen manifest psionic abilities, using their powers<\/p>

                                              to aid the hunt and communicate more easily with outsiders.<\/p>

                                              A psionic thri-kreen<\/strong> has telepathy out to a range of 60 feet<\/p>

                                              and gains the following additional trait:<\/p>

                                              Innate Spellcasting<\/strong> (Psionics). The thri-kreen's innate<\/p>

                                              spellcasting ability is Wisdom. The thri-kreen can innately<\/p>

                                              cast the following spells, requiring no components:<\/p>

                                              At will: mage hand (the hand is invisible)<\/p>

                                              • 2\/day each: blur, magic weapon<\/li>
                                              • 1\/day: invisibility (self only)<\/li><\/ul><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Chaotic Neutral","reference":"Usergen"},{"id":10261,"name":"Troglodyte ","full_text":"

                                                Troglodyte<\/h2>

                                                Medium humanoid (troglodyte), chaotic evil<\/p>

                                                Armor Class 11 (natural armor)<\/p>

                                                Hit Points<\/strong> 13 (2d8 + 4)<\/p>

                                                Speed<\/strong> 30ft.<\/p>
                                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                14 (+2)<\/td>10 (+0)<\/td>14 (+2)<\/td>6 (-2)<\/td>10 (+0)<\/td>6 (-2)<\/td><\/tr><\/tbody><\/table>

                                                Skills<\/strong> Stealth +2<\/p>

                                                Senses<\/strong> darkvision 60ft., passive Perception 10<\/p>

                                                Languages<\/strong> Troglodyte<\/p>

                                                Challenge<\/strong> 1\/4 (SO XP)<\/p>

                                                Chameleon Skin<\/strong>. The troglodyte has advantage on Dexterity<\/p>

                                                (Stealth) checks made to hide.<\/p>

                                                Stench<\/strong>. Any creature other than a troglodyte that starts its<\/p>

                                                turn within 5 feet of the troglodyte must succeed on a DC 12<\/p>

                                                Constitution saving throw or be poisoned until the start of the<\/p>

                                                creature's next turn. On a successful saving throw, the creature<\/p>

                                                is immune to the stench of all troglodytes for 1 hour.<\/p>

                                                Sunlight Sensitivity<\/strong>. While in sunlight, the troglodyte<\/p>

                                                has disadvantage on attack rolls, as well as on Wisdom<\/p>

                                                (Perception) checks that rely on sight.<\/p>

                                                ACTIONS<\/strong><\/p>

                                                Multiattack<\/strong>. The troglodyte makes three attacks: one with its<\/p>

                                                bite and two with its claws.<\/p>

                                                Bite<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p>

                                                Hit: 4 (1d4 + 2) piercing damage.<\/p>

                                                Claw<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p>

                                                Hit: 4 (1d4 + 2) slashing damage.<\/p>

                                                 <\/p>

                                                The savage, degenerate troglodytes<\/strong> squat in the shallow<\/p>

                                                depths of the Underdark in a constant state of war<\/p>

                                                against their neighbors and one another. They mark<\/p>

                                                the borders of their territories with cracked bones and<\/p>

                                                skulls, or with pictographs painted in blood or dung.<\/p>

                                                 <\/p>

                                                Perhaps the most loathsome of all humanoids<\/strong>,<\/p>

                                                troglodytes eat anything they can stomach. They dwell<\/p>

                                                in filth. The walls of their cavern homes are smeared<\/p>

                                                with grime, oily secretions, and the debris of their<\/p>

                                                foul feasting.<\/p>

                                                 <\/p>

                                                Simpleminded Brutes<\/strong>. Troglodytes have a simple,<\/p>

                                                communal culture devoted almost entirely to procuring<\/p>

                                                food. Too simple to plan more than a few days into the<\/p>

                                                future, troglodytes rely on constant raids and hunting<\/p>

                                                to survive. They take sadistic pleasure in hunting<\/p>

                                                 <\/p>

                                                intelligent creatures weaker<\/strong> than themselves and show<\/p>

                                                no mercy toward those they capture and drag qack to<\/p>

                                                their lairs to be devoured. The largest and toughest<\/p>

                                                troglodytes lead the hunt and become the leaders of<\/p>

                                                their tribes. However, if a leader shows any weakness or<\/p>

                                                hesitation, other troglodytes attack and eat it in a frenzy.<\/p>

                                                 <\/p>

                                                Troglodytes make little and build less<\/strong>, scavenging<\/p>

                                                their possessions from their prey. They understand<\/p>

                                                the value of metal weapons and armor, and fight<\/p>

                                                among one another for the right to have such items. A<\/p>

                                                troglodyte tribe might be torn apart by battles over a<\/p>

                                                single longsword.<\/p>

                                                 <\/p>

                                                Devotees of Laogzed<\/strong>. Some troglodytes venerate<\/p>

                                                Laogzed, a demonic, monstrously fat toad-lizard that<\/p>

                                                slumbers in the Abyss. Laogzed offers the troglodytes<\/p>

                                                nothing in return except aspiration, for it is the dream of<\/p>

                                                his troglodyte worshipers to become as fat, well-fed, and<\/p>

                                                wearily content as he seems to be.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10263,"name":"Umber Hulk","full_text":"

                                                Umber Hulk<\/h2>

                                                Large monstrosity, chaotic evil<\/p>

                                                Armor Class<\/strong> 18 (natural armor)<\/p>

                                                Hit Points<\/strong> 93 (11d10 + 33)<\/p>

                                                Speed<\/strong> 30ft., burrow 20 ft.<\/p>
                                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                20 (+5)<\/td>13 (+1)<\/td>16 (+3)<\/td>9 (-1)<\/td>10 (+0)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

                                                Senses<\/strong> darkvision 120ft., tremorsense 60ft.,<\/p>

                                                passive<\/strong> Perception 10<\/p>

                                                Languages<\/strong> Umber Hulk<\/p>

                                                Challenge<\/strong> 5 (1 ,800 XP)<\/p>

                                                Confusing Gaze<\/strong>. When a creature starts its turn within 30 feet<\/p>

                                                of the umber hulk and is able to see the umber hulk's eyes, the<\/p>

                                                umber hulk can magically force it to make a DC 15 Charisma<\/p>

                                                saving throw, unless the umber hulk is incapacitated.<\/p>

                                                On a failed saving throw, the creature can't take reactions<\/p>

                                                until the start of its next turn and rolls a d8 to determine<\/p>

                                                what it does during that turn. On a 1 to 4, the creature does <\/p>

                                                nothing. On a 5 or 6, the creature takes no action but uses all<\/p>

                                                its movement to move in a random direction. On a '1 or 8, the<\/p>

                                                creature makes one melee attack against a random creature, or<\/p>

                                                it does nothing if no creature is within reach.<\/p>

                                                Unless surprised<\/strong>, a creature can avert its eyes to avoid the<\/p>

                                                saving throw at the start of its turn. If the creature does so, it<\/p>

                                                can't see the umber hulk until the start of its next turn, when it<\/p>

                                                can avert its eyes again. If the creature looks at the umber hulk<\/p>

                                                in the meantime, it must immediately make the save.<\/p>

                                                Tunneler<\/strong>. The umber hulk can burrow through solid rock at<\/p>

                                                half its burrowing speed and leaves a 5 foot-wide, 8-foot-high<\/p>

                                                tunnel in its wake.<\/p>

                                                ACTIONS<\/strong><\/p>

                                                Multiattack<\/strong>. The umber hulk makes three attacks: two with its<\/p>

                                                claws and one with its mandibles.<\/p>

                                                Claw<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.<\/p>

                                                Hit: 9 (1d8 + 5) slashing damage.<\/p>

                                                Mandibles<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft. , one<\/p>

                                                target. Hit: 14 (2d8 + 5) slashing damage.<\/p>

                                                 <\/p>

                                                An abominable horror from deep<\/strong> beneath the earth, an<\/p>

                                                umber hulk burrows into cave complexes, dungeons, or<\/p>

                                                Underdark settlements in search of food. Those lucky<\/p>

                                                enough to survive an umber hulk attack often remember<\/p>

                                                precious little of the incident, thanks to the umber hulk's<\/p>

                                                mind-scrambling gaze.<\/p>

                                                 <\/p>

                                                Devious Delvers<\/strong>. Umber hulks can burrow through<\/p>

                                                solid rock, forming new tunnels in their wake. The<\/p>

                                                steel-ha rd chitin of its body can withstand the cave-ins,<\/p>

                                                tunnel collapses, and rock falls that commonly follow it.<\/p>

                                                 <\/p>

                                                Burrowing into<\/strong> the wall of a cavern or passageway,<\/p>

                                                an umber hulk lies in wait for creatures to pass by<\/p>

                                                on the other side, its hair-like feelers sensing any<\/p>

                                                movement a round it. When it explodes out in a shower<\/p>

                                                of earth and rock, its unsuspecting quarry turns to face<\/p>

                                                the oncoming threat-and is entranced by the umber<\/p>

                                                hulk's bewildering eyes, forced to stand helpless as its<\/p>

                                                mandibles snap shut.<\/p>

                                                 <\/p>

                                                Mind Scrambler<\/strong>. Many survivors of an umber hulk<\/p>

                                                encounter recollect little about the attack, because the<\/p>

                                                monster's confusing gaze scrambles their memory of<\/p>

                                                the event. Those who have fought and killed umber<\/p>

                                                hulks recognize the signs. For other denizens of<\/p>

                                                the Underdark, grisly tales of vanished explorers<\/p>

                                                and wanton destruction speak of an unknown<\/p>

                                                foe.<\/p>

                                                 <\/p>

                                                Umber hulks<\/strong> take on supernatural status<\/p>

                                                in these harrowing stories, many of which<\/p>

                                                convey the same warning: once an umber<\/p>

                                                hulk has been spotted, it is a lready too late<\/p>

                                                to escape it.<\/p>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"0","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10264,"name":"Water Weird","full_text":"

                                                Water Weird<\/h2>

                                                Large elemental, neutral<\/p>

                                                Armor Class<\/strong> 13<\/p>

                                                Hit Points<\/strong> 58 (9d10 + 9)<\/p>

                                                Speed<\/strong> 0 ft., swim 60 ft.<\/p>
                                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                17 (+3)<\/td>16 (+3)<\/td>13 (+1)<\/td>11 (+0)<\/td>10 (+0)<\/td>10 (+0)<\/td><\/tr><\/tbody><\/table>

                                                Damage Resistances<\/strong> fire, bludgeoning, piercing, and slashing<\/p>

                                                from non magical weapons<\/p>

                                                Damage Immunities<\/strong> poison<\/p>

                                                Condition Immunities<\/strong> exhaustion, grappled, paralyzed,<\/p>

                                                poisoned, restrained, prone, unconscious<\/p>

                                                Senses<\/strong> blindsight 30ft., passive Perception 10<\/p>

                                                Languages<\/strong> understands Aquan but doesn't speak<\/p>

                                                Challenge<\/strong> 3 (700 XP)<\/p>

                                                Invisible in Water<\/strong>. The water weird is invisible while fully<\/p>

                                                immersed in water.<\/p>

                                                Water Bound<\/strong>. The water weird dies if it leaves the water to<\/p>

                                                which it is bound or if that water is destroyed.<\/p>

                                                ACTIONS<\/strong><\/p>

                                                Constrict<\/strong>. Melee Weapon Attack: +5 to hit, reach 10ft., one<\/p>

                                                creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is<\/p>

                                                Medium or smaller, it is grappled (escape DC 13) and pulled 5<\/p>

                                                feet toward the water weird. Until this grapple ends, the target<\/p>

                                                is restrained, the water weird tries to drown it, and the water<\/p>

                                                weird can't constrict another target.<\/p>

                                                 <\/p>

                                                A water weird<\/strong> is an elemental guardian bound to a<\/p>

                                                specific water-filled location, such as a pool or founfain.<\/p>

                                                Invisible while immersed in water, its serpentine shape<\/p>

                                                becomes clear only when it emerges to attack, using its<\/p>

                                                coils to crush any creature other than its summoner and<\/p>

                                                those its summoner declares as off limits. When slain, a<\/p>

                                                water weird becomes an inanimate pool of water.<\/p>

                                                 <\/p>

                                                Good and Evil Weirds<\/strong>. Like most elementals, a<\/p>

                                                water weird has no concept of good or evil. However,<\/p>

                                                a water weird bound to a sacred or befouled source of<\/p>

                                                water begins to take on the nature of that site, becoming<\/p>

                                                neutral good or neutral evil.<\/p>

                                                 <\/p>

                                                A neutral good water weird<\/strong> tries to frighten away<\/p>

                                                interlopers rather than kill them, while a neutral evil<\/p>

                                                water weird kills its victims for pleasure and might<\/p>

                                                turn against its summoner. A water weird loses its evil<\/p>

                                                alignment if its waters are cleansed with a purify food<\/p>

                                                and drink spell.<\/p>

                                                 <\/p>

                                                Elemental Nature<\/strong>. A water weird doesn't require air,<\/p>

                                                food, drink, or sleep.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Elemental","challenge_rating":"0","alignment":"Neutral","reference":"Usergen"},{"id":10265,"name":"Yeti","full_text":"

                                                Yeti<\/h2>

                                                Large monstrosity, chaotic evil<\/p>

                                                Armor Class<\/strong> 12 (natural armor)<\/p>

                                                Hit Points<\/strong> 51 (6d10 + 18)<\/p>

                                                Speed<\/strong> 40ft., climb 40 ft.<\/p>
                                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                18 (+4)<\/td>13 (+1)<\/td>16 (+3)<\/td>8 (-1)<\/td>12 (+1)<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                                                Skills<\/strong> Perception +3, Stealth +3<\/p>

                                                Damage Immunities<\/strong> cold<\/p>

                                                Senses<\/strong> darkvision 60ft., passive Perception 13<\/p>

                                                Languages<\/strong> Yeti<\/p>

                                                Challenge<\/strong> 3 (700 XP)<\/p>

                                                Fear of Fire<\/strong>. If the yeti takes fire damage, it has disadvantage<\/p>

                                                on attack rolls and ability checks until the end of its next turn.<\/p>

                                                Keen Smell<\/strong>. The yeti has advantage on Wisdom (Perception)<\/p>

                                                checks that rely on smell.<\/p>

                                                Snow Camouflage<\/strong>. The yeti has advantage on Dexterity<\/p>

                                                (Stealth) checks made to hide in snowy terrain.<\/p>

                                                ACTIONS<\/strong><\/p>

                                                Multiattack<\/strong>. The yeti can use its Chilling Gaze and makes two<\/p>

                                                claw attacks.<\/p>

                                                Claw<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.<\/p>

                                                Hit: 7 (ld6 + 4) slashing damage plus 3 (ld6) cold damage .<\/p>

                                                Chilling Gaze<\/strong>. The yeti targets one creature it can see within 30<\/p>

                                                feet of it. If the target can see the yeti, the target must succeed<\/p>

                                                on a DC 13 Constitution saving throw against this magic or<\/p>

                                                take 10 (3d6) cold damage and then be paralyzed for 1 minute,<\/p>

                                                unless it is immune to cold damage. The target can repeat the<\/p>

                                                saving throw at the end of each of its turns, ending the effect<\/p>

                                                on itself on a success. If the target's saving throw is successful,<\/p>

                                                or if the effect ends on it, the target is immune to the Chilling<\/p>

                                                Gaze of all yetis (but not abominable yetis) for 1 hour.<\/p>

                                                 <\/p>

                                                A yeti's windborne howl<\/strong> sounds out across remote<\/p>

                                                mountains, striking fear into the hearts of the scattered<\/p>

                                                miners and herders that dwell there. These hulking<\/p>

                                                creatures stalk alpine peaks in a ceaseless hunt for<\/p>

                                                food. Their snow-white fur lets them move like ghosts<\/p>

                                                against the frozen landscape. A yeti's icy simian eyes<\/p>

                                                can freeze its prey in place.<\/p>

                                                 <\/p>

                                                Keen Hunters<\/strong>. Folk of the high peaks travel in groups<\/p>

                                                and go armed, knowing that yetis can smell living<\/p>

                                                flesh from miles away. When it finds prey, a yeti moves<\/p>

                                                quickly over ice and stone to claim its meal, howling to<\/p>

                                                the thrill of the hunt. Even in a blizzard, the scent of its<\/p>

                                                quarry draws the yeti through the cold and snow.<\/p>

                                                 <\/p>

                                                Yetis hunt in solitude or in small family groups<\/strong>. When<\/p>

                                                creatures flee from a yeti or engage it in battle, other<\/p>

                                                yetis might catch the scent of blood and close in. The<\/p>

                                                territorial yetis fight one another for the spoils of such<\/p>

                                                battles, and yetis slain in the fight are also eaten, amid<\/p>

                                                euphoric howls.<\/p>

                                                 <\/p>

                                                Terrifying Howlers<\/strong>. Before an avalanche, a blizzard,<\/p>

                                                or a deadly frost, the yetis' howls sweep down the<\/p>

                                                mountain slopes on the icy wind. Some people of the<\/p>

                                                alpine peaks believe that the voices of loved ones killed<\/p>

                                                in avalanches and blizzards sound out in the wails of<\/p>

                                                the yetis, crying warnings of ill omen. More pragmatic<\/p>

                                                folk attest that the yeti's howl is a reminder that, despite<\/p>

                                                the great accomplishments of civilization, the civilized<\/p>

                                                become the hunted in nature's untamed domain.<\/p>

                                                 <\/p>

                                                Brutal Rampagers<\/strong>. When mountain herds are<\/p>

                                                abundant, yetis stay clear of humanoid realms. Driven<\/p>

                                                by hunger, they attack humanoid settlements in<\/p>

                                                waves; breaking down gates and stockade walls that<\/p>

                                                once might have daunted them, then devouring the<\/p>

                                                creatures within.<\/p>

                                                 <\/p>

                                                Devious mountain<\/strong> folk sometimes use the yetis<\/p>

                                                as unwitting weapons. A warlord might lay down<\/p>

                                                slaughtered sheep or goats to draw yetis into an enemy's<\/p>

                                                camp, sowing chaos and thinning the ranks before<\/p>

                                                battle. Mountain clan chiefs, wanting to expand their<\/p>

                                                territory, overhunt local game to diminish the yetis' food<\/p>

                                                supplies, inspiring attacks on humanoid settlements<\/p>

                                                that are swiftly annexed in the aftermath.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"0","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10266,"name":"Abominable Yeti","full_text":"

                                                Abominable Yeti<\/h2>

                                                Huge monstrosity,chaotic' evil<\/p>

                                                Armor Class<\/strong> 15 (natural armor)<\/p>

                                                Hit Points<\/strong> 137 (lld12 + 66)<\/p>

                                                Speed<\/strong> 40ft., climb 40ft.<\/p>
                                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                24 (+7)<\/td>10 (+0)<\/td>22 (+6)<\/td>9 (-1)<\/td>13 (+1)<\/td>9 (-1)<\/td><\/tr><\/tbody><\/table>

                                                Skills<\/strong> Perception +5, Stealth +4<\/p>

                                                Damage Immunities<\/strong> cold<\/p>

                                                Senses<\/strong> darkvision 60ft., passive Perception 15<\/p>

                                                Languages<\/strong> Yeti<\/p>

                                                Challenge<\/strong> 9 (5,000 XP)<\/p>

                                                Fear of Fire<\/strong>. If the yeti takes fire damage, it has disadvantage<\/p>

                                                on attack rolls and ability checks until the end of its next turn.<\/p>

                                                Keen Smell<\/strong>. The yeti has advantage on Wisdom (Perception)<\/p>

                                                checks that rely on smell.<\/p>

                                                Snow Camouflage<\/strong>. The yeti has advantage on Dexterity<\/p>

                                                (Stealth) checks made to hide in snowy terrain.<\/p>

                                                Multiattack<\/strong>. The yeti can use its Chilling Gaze and makes two<\/p>

                                                claw attacks.<\/p>

                                                Claw<\/strong>. Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target.<\/p>

                                                Hit: 14 (2d6 + 7) slas hing damage plus 7 (2d6) cold damage.<\/p>

                                                Chilling Gaze<\/strong>. The yeti targets one creature it can see within 30<\/p>

                                                feet of it. If the target can see the yeti, the target must succeed<\/p>

                                                on a DC 18 Constitution saving throw against this magic or<\/p>

                                                take 21 (6d6) cold damage and then be paralyzed for 1 minute,<\/p>

                                                unless it is immune to cold damage. Th e target can repeat the<\/p>

                                                saving throw at the end of each of its turns, end ing the effect<\/p>

                                                on itself on a success. If the target's saving throw is successful,<\/p>

                                                or if the effect ends on it, the target is immune to this yeti's<\/p>

                                                gaze for 1 hour.<\/p>

                                                Cold Breath<\/strong> (Recharge 6). The yeti exhales a 30-foot cone<\/p>

                                                off rigid air. Each creature in that area must make a DC 18<\/p>

                                                Constitution saving throw, taking 45 (10d8) cold damage on a<\/p>

                                                failed save, or half as much damage on a successful one.<\/p>

                                                 <\/p>

                                                A yeti's windborne howl<\/strong> sounds out across remote<\/p>

                                                mountains, striking fear into the hearts of the scattered<\/p>

                                                miners and herders that dwell there. These hulking<\/p>

                                                creatures stalk alpine peaks in a ceaseless hunt for<\/p>

                                                food. Their snow-white fur lets them move like ghosts<\/p>

                                                against the frozen landscape. A yeti's icy simian eyes<\/p>

                                                can freeze its prey in place.<\/p>

                                                 <\/p>

                                                Keen Hunters<\/strong>. Folk of the high peaks travel in groups<\/p>

                                                and go armed, knowing that yetis can smell living<\/p>

                                                flesh from miles away. When it finds prey, a yeti moves<\/p>

                                                quickly over ice and stone to claim its meal, howling to<\/p>

                                                the thrill of the hunt. Even in a blizzard, the scent of its<\/p>

                                                quarry draws the yeti through the cold and snow.<\/p>

                                                 <\/p>

                                                Yetis hunt in solitude or in small family groups<\/strong>. When<\/p>

                                                creatures flee from a yeti or engage it in battle, other<\/p>

                                                yetis might catch the scent of blood and close in. The<\/p>

                                                territorial yetis fight one another for the spoils of such<\/p>

                                                battles, and yetis slain in the fight are also eaten, amid<\/p>

                                                euphoric howls.<\/p>

                                                 <\/p>

                                                Terrifying Howlers<\/strong>. Before an avalanche, a blizzard,<\/p>

                                                or a deadly frost, the yetis' howls sweep down the<\/p>

                                                mountain slopes on the icy wind. Some people of the<\/p>

                                                alpine peaks believe that the voices of loved ones killed<\/p>

                                                in avalanches and blizzards sound out in the wails of<\/p>

                                                the yetis, crying warnings of ill omen. More pragmatic<\/p>

                                                folk attest that the yeti's howl is a reminder that, despite<\/p>

                                                the great accomplishments of civilization, the civilized<\/p>

                                                become the hunted in nature's untamed domain.<\/p>

                                                 <\/p>

                                                Brutal Rampagers<\/strong>. When mountain herds are<\/p>

                                                abundant, yetis stay clear of humanoid realms. Driven<\/p>

                                                by hunger, they attack humanoid settlements in<\/p>

                                                waves; breaking down gates and stockade walls that<\/p>

                                                once might have daunted them, then devouring the<\/p>

                                                creatures within.<\/p>

                                                 <\/p>

                                                Devious mountain<\/strong> folk sometimes use the yetis<\/p>

                                                as unwitting weapons. A warlord might lay down<\/p>

                                                slaughtered sheep or goats to draw yetis into an enemy's<\/p>

                                                camp, sowing chaos and thinning the ranks before<\/p>

                                                battle. Mountain clan chiefs, wanting to expand their<\/p>

                                                territory, overhunt local game to diminish the yetis' food<\/p>

                                                supplies, inspiring attacks on humanoid settlements<\/p>

                                                that are swiftly annexed in the aftermath.<\/p>

                                                 <\/p>

                                                Abominable Yetis<\/strong>. An abominable yeti is larger<\/p>

                                                than a normal yeti, standing three times as tall as a<\/p>

                                                human. It typically lives and hunts alone, though a pair<\/p>

                                                of abominable yetis might live together long enough to<\/p>

                                                raise young. These towering yetis are highly territorial<\/p>

                                                and savage, attacking and devouring any warm-blooded<\/p>

                                                creatures they encounter, then scattering the bones<\/p>

                                                across the ice and snow.<\/p><\/div>","family":"","ch":"0","size":"Huge","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10267,"name":"Yuan-Ti Abomination","full_text":"

                                                Yuan-Ti Abomination<\/h2>

                                                Large monstrosity (shapechanger, yuan-ti), neutral evil<\/p>

                                                Armor Class<\/strong> 15 (natural armor)<\/p>

                                                Hit Points<\/strong> 127 (15d10 + 45)<\/p>

                                                Speed<\/strong> 40ft.<\/p>
                                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                19 (+4)<\/td>16 (+3)<\/td>17 (+3)<\/td>17 (+3)<\/td>15 (+2)<\/td>18 (+4)<\/td><\/tr><\/tbody><\/table>

                                                Skills<\/strong> Perception +5, Stealth +6<\/p>

                                                Damage Immunities<\/strong> poison<\/p>

                                                Condition Immunities<\/strong> poisoned<\/p>

                                                Senses<\/strong> darkvision 60ft., passive Perception 15<\/p>

                                                Languages<\/strong> Abyssal, Common, Draconic<\/p>

                                                Challenge<\/strong> 7 (2,900 XP)<\/p>

                                                Shapechanger<\/strong>. The yuan-ti can use its action to polymorph<\/p>

                                                into a Large snake, or back into its true form. Its statistics are<\/p>

                                                the same in each form. Any equipment it is wearing or carrying<\/p>

                                                isn't transformed . It doesn 't change form if it dies.<\/p>

                                                Innate Spellcasting<\/strong> (Abomination Form Only). The yuan-ti's<\/p>

                                                innate spellcasting ability is Charisma (spell save DC 15). The<\/p>

                                                yuan-ti can innately cast the following spells, requiring no<\/p>

                                                material components:<\/p>

                                                At will<\/strong>: animal friendship (snakes only)<\/p>

                                                • 3\/day: suggestion<\/li>
                                                • 1\/day:fear<\/li><\/ul>

                                                  Magic Resistance<\/strong>. The yuan-ti has advantage on saving throws<\/p>

                                                  against spells and other magical effects.<\/p>

                                                  ACTIONS<\/strong><\/p>

                                                  Multiattack<\/strong> (Abomination Form Only). The yuan-ti makes two<\/p>

                                                  ranged attacks or three melee attacks, but ca n use its bite and<\/p>

                                                  constrict attacks only once each.<\/p>

                                                  Bite<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.<\/p>

                                                  Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.<\/p>

                                                  Constrict<\/strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one<\/p>

                                                  target Hit: 11 (2d6 + 4) bludgeoning damage, and the target is<\/p>

                                                  grappled (escape DC 14). Until this grapple ends, the target is<\/p>

                                                  restrained, and the yuan-ti can't constrict another target<\/p>

                                                  Scimitar<\/strong> (Abomination Form Only). Melee Weapon Attack: +7 to<\/p>

                                                  hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.<\/p>

                                                  Longbow<\/strong> (Abomination Form Only). Ranged Weapon Attack: +6<\/p>

                                                  to hit, range 150\/600 ft., one target. Hit: 12 (2d8 + 3) piercing<\/p>

                                                  damage plus 10 (3d6) poison damage .<\/p>

                                                   <\/p>

                                                  Monstrous<\/strong> serpents with burly humanoid torsos and<\/p>

                                                  arms, abominations form the highest caste of yuan-ti<\/p>

                                                  society, and they most closely resemble the race as the<\/p>

                                                  serpent gods intended it. They mastermind elaborate<\/p>

                                                  schemes and perform dark rites in the hope of one day<\/p>

                                                  ruling the world.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"0","alignment":"Neutral Evil","reference":"Usergen"},{"id":10268,"name":"Yuan-Ti Malison ","full_text":"

                                                  Yuan-Ti Malison<\/h2>

                                                  Medium monstrosity (shapechanger, yuan·ti), neutral evil<\/p>

                                                  Armor Class<\/strong> 12<\/p>

                                                  Hit Points<\/strong> 66 (12d8 + 12)<\/p>

                                                  Speed<\/strong> 30ft.<\/p>
                                                  STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                  16 (+3)<\/td>14 (+2)<\/td>13 (+1)<\/td>14 (+2)<\/td>12 (+1)<\/td>16 (+3)<\/td><\/tr><\/tbody><\/table>

                                                  Skills<\/strong> Deception +5, Stea lth +4<\/p>

                                                  Damage Immunities<\/strong> poison<\/p>

                                                  Condition Immunities<\/strong> poisoned<\/p>

                                                  Senses<\/strong> darkvision 60ft., passive Pe rception 11<\/p>

                                                  Languages<\/strong> Abyssa l, Common, Draconic<\/p>

                                                  Challenge<\/strong> 3 (700 XP)<\/p>

                                                  Shapechanger<\/strong>. The yuan -ti can use its action to polymorph into<\/p>

                                                  a Medium snake, or back into its true form. Its statistics are<\/p>

                                                  the same in each form. Any equipment it is wearing or carrying<\/p>

                                                  isn't transformed. It doesn't change form if it dies.<\/p>

                                                  Innate Spellcasting<\/strong> (Yuan-ti Form Only). The yuan-ti's innate<\/p>

                                                  spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti<\/p>

                                                  can innately cast the following spells, requiring no material<\/p>

                                                  components:<\/p>

                                                  At will<\/strong>: anima\/friendship (snakes only)<\/p>

                                                  3\/day:<\/strong> suggestion<\/p>

                                                  Magic Resistance<\/strong>. The yuan-ti has advantage on saving throws<\/p>

                                                  against spells and other magical effects.<\/p>

                                                  Malison Type<\/strong>. The yuan-ti has one of the following types:<\/p>

                                                  • Type 1: Human body with snake head<\/li>
                                                  • Type 2: Human head and body with snakes for arms<\/li>
                                                  • Type 3: Human head and upper body with a serpentine lower<\/li><\/ul>

                                                    body instead of legs<\/p>

                                                    ACTIONS FOR TYPE 1<\/strong><\/p>

                                                    Multiattack<\/strong> (Yuan-ti Form Only). The yuan-ti makes two<\/p>

                                                    ranged attacks or two melee attacks, but can use its bite<\/p>

                                                    only once.<\/p>

                                                    Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.<\/p>

                                                    Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.<\/p>

                                                    Scimitar<\/strong> (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,<\/p>

                                                    reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.<\/p>

                                                    Longbow<\/strong> (Yuan-ti Form Only). Ranged Weapon Attack: +4 to<\/p>

                                                    hit, range 150\/600 ft., one target. Hit: 6 (1d8 + 2) piercing<\/p>

                                                    damage plus 7 (2d6) poison damage.<\/p>

                                                    ACTIONS FOR TYPE 2<\/strong><\/p>

                                                    Multiattack<\/strong> (Yuan-ti Form Only). The yuan-ti makes two bite<\/p>

                                                    attacks using its snake arms.<\/p>

                                                    Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.<\/p>

                                                    Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.<\/p>

                                                    ACTIONS FOR TYPE 3<\/strong><\/p>

                                                    Multiattack<\/strong> (Yuan-ti Form Only). The yuan-ti makes two<\/p>

                                                    ranged attacks or two melee attacks, but can constrict<\/p>

                                                    only once.<\/p>

                                                    Bite<\/strong> (Snake Form Only). Melee Weapon Attack: +5 to hit, reach<\/p>

                                                    5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7<\/p>

                                                    (2d6) poison damage.<\/p>

                                                    Constrict<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p>

                                                    target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is<\/p>

                                                    grappled (escape DC 13). Until this grapple ends, the target is<\/p>

                                                    restrained, and the yuan-ti can't constrict another target.<\/p>

                                                    Scimitar<\/strong> (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,<\/p>

                                                    reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.<\/p>

                                                    Longbow<\/strong> (Yuan-ti Form Only). Ranged Weapon Attack:<\/p>

                                                    +4 to hit, range 150\/600 ft., one target. Hit: 6 (1d8 + 2)<\/p>

                                                    piercing damage.<\/p>

                                                     <\/p>

                                                    A malison<\/strong> is a hideous blend of human and serpentine<\/p>

                                                    features. Three different types of malisons are known<\/p>

                                                    to exist, and other types are possible. Malisons form<\/p>

                                                    the middle caste of yuan-ti society and hunewith arrows<\/p>

                                                    tipped with their own venom. They use their magical<\/p>

                                                    powers of suggestion to force their enemies' surrender.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10281,"name":"Yuan-Ti Pureblood","full_text":"

                                                    Yuan-Ti Pureblood<\/h2>

                                                    Medium humanoid (yuan-ti), neutral evil<\/p>

                                                    Armor Class<\/strong> 11<\/p>

                                                    Hit Points<\/strong> 40 (9d8)<\/p>

                                                    Speed<\/strong> 30ft.<\/p>
                                                    STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                    11 (+0)<\/td>12 (+1)<\/td>11 (+0)<\/td>13 (+1)<\/td>12 (+1)<\/td>14 (+2)<\/td><\/tr><\/tbody><\/table>

                                                    Skills<\/strong> Deception +6, Perception +3, Stea lth +3<\/p>

                                                    Damage Immunities<\/strong> poison<\/p>

                                                    Condition Immunities<\/strong> poisoned<\/p>

                                                    Senses<\/strong> darkvision 60ft., passive Perception 13<\/p>

                                                    Languages<\/strong> Abyssal, Common, Draconic<\/p>

                                                    Challenge<\/strong> 1 (200 XP)<\/p>

                                                    Innate Spellcasting<\/strong>. The yuan-ti's spellcasting ability is<\/p>

                                                    Charisma (spell save DC 12). The yuan-ti can innately cast the<\/p>

                                                    following spells, requiring no material components:<\/p>

                                                    At will<\/strong>: animal friendship (snakes only)<\/p>

                                                    3\/day each<\/strong>: poison spray, suggestion<\/p>

                                                    Magic Resistance<\/strong>. The yuan-ti has advantage on saving throws<\/p>

                                                    against spells and other magical effects.<\/p>

                                                    ACTIONS<\/strong><\/p>

                                                    Multiattack<\/strong>. The yuan-ti makes two melee attacks.<\/p>

                                                    Scimitar<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one<\/p>

                                                    target. Hit: 4 (1d6 + 1) slashing damage.<\/p>

                                                    Shortbow<\/strong>. Ranged Weapon Attack: +3 to hit, range 80\/320<\/p>

                                                    ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6)<\/p>

                                                    poison damage.<\/p>

                                                     <\/p>

                                                    Purebloods form the lowest caste<\/strong> of yuan-ti society.<\/p>

                                                    They closely resemble humans, yet a pureblood<\/p>

                                                    can't pass for human under close scrutiny because<\/p>

                                                    there's always some hint of its true nature, such as<\/p>

                                                    scaly patches of skin, serpentine eyes, pointed teeth,<\/p>

                                                    or a forked tongue. Wearing cloaks and cowls, they<\/p>

                                                    masquerade as humans and infiltrate civilized lands to<\/p>

                                                    gather information, kidnap prisoners for interrogation<\/p>

                                                    and sacrifice, and trade with anyone who has something<\/p>

                                                    that can further their myriad plots.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10283,"name":"Arcanaloth ","full_text":"

                                                    Arcanaloth<\/h2>

                                                    Medium fiend (yugoloth), neutral evil<\/p>

                                                    Armor Class<\/strong> 17 (natura l armor)<\/p>

                                                    Hit Points<\/strong> 104 (16d8 + 32)<\/p>

                                                    Speed<\/strong> 30ft., fly 30ft.<\/p>
                                                    STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                    17 (+3)<\/td>12 (+1)<\/td>14 (+2)<\/td>20 (+5)<\/td>16 (+3)<\/td>17 (+3)<\/td><\/tr><\/tbody><\/table>

                                                    Saving Throws<\/strong> Dex +5 , lnt +9, Wis +7, Cha +7<\/p>

                                                    Skills<\/strong> Arcana +13, Deception +9, Insight +9, Perception +7<\/p>

                                                    Damage Resistances<\/strong> cold, fire , lightning; bludgeoning,<\/p>

                                                    piercing, and slashing from nonmagical weapons<\/p>

                                                    Damage Immunities<\/strong> acid, poison<\/p>

                                                    Condition Immunities<\/strong> charmed, poisoned<\/p>

                                                    Senses<\/strong> truesight 120 ft., passive Perception 17<\/p>

                                                    Languages<\/strong> all, telepathy 120ft.<\/p>

                                                    Challenge<\/strong> 12 (8,400 XP)<\/p>

                                                    Innate Spellcasting<\/strong>. The arcanaloth's innate spellcasting ability<\/p>

                                                    is Charisma (spell save DC 15). The arcanaloth can innately<\/p>

                                                    cast the following spells, requiring no material components:<\/p>

                                                    At<\/strong> will<\/strong>: alter self, darkness, heat metal, invisibility (self only),<\/p>

                                                    magic missile<\/p>

                                                    Magic Resistance<\/strong>. The arcanaloth has advantage on saving<\/p>

                                                    throws against spells and other magical effects.<\/p>

                                                    Magic Weapons<\/strong>. The arcanaloth's weapon attacks are magical.<\/p>

                                                    Spellcasting<\/strong>. The arcanaloth is a 16th-level spellcaster. Its<\/p>

                                                    spellcasting ability is Intelligence (spell save DC 17, +9 to hit<\/p>

                                                    with spell attacks). The arcanaloth has the following wizard<\/p>

                                                    spells prepared:<\/p>

                                                    Cantrips<\/strong> (at will): .fire bolt, mage hand, minor illusion,<\/p>

                                                    prestidigitation<\/p>

                                                    • 1st level (4 slots): detect magic, identify, shield, Tenser's floating disc<\/li>
                                                    • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion<\/li>
                                                    • 3rd level (3 slots): counterspeiiJear,fireba\/1<\/li>
                                                    • 4th level (3 slots): banishment, dimension door<\/li>
                                                    • 5th level (2 slots): contact other plane, hold monster<\/li>
                                                    • 6th level (1 slot): chain lightning<\/li>
                                                    • 7th level (1 slot):.finger of death<\/li>
                                                    • 8th level (1 slot): mind blank<\/li><\/ul>

                                                      ACTIONS<\/strong><\/p>

                                                      Claws<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target.<\/p>

                                                      Hit: 8 (2d4 + 3) slashing damage. The target must make a DC<\/p>

                                                      14 Constitution saving throw, taking 10 (3d6) poison damage<\/p>

                                                      on a failed save, or half as much damage on a successful one.<\/p>

                                                      Teleport<\/strong>. The arcanaloth magically teleports, along with<\/p>

                                                      any equipment it is wearing or carrying, up to 60 feet to an<\/p>

                                                      unoccupied space it can see.<\/p>

                                                       <\/p>

                                                      Arcanaloths are sly, jackal-headed beings<\/strong> with<\/p>

                                                      humanoid bodies, but they can employ magic to take any<\/p>

                                                      humanoid form. They do so to gain the trust of creatures<\/p>

                                                      with whom they negotiate, replacing jackal snarls with<\/p>

                                                      winsome smiles.<\/p>

                                                       <\/p>

                                                      Regardless of its chosen form<\/strong>, an arcanaloth appears<\/p>

                                                      well groomed, clothing itself in fine robes. Highly<\/p>

                                                      intelligent spellcasters who hunger for knowledge and<\/p>

                                                      power, arcanaloths command units of lesser yugoloths<\/p>

                                                      and maintain the contracts, records, and accounts<\/p>

                                                      of their kind.<\/p>

                                                       <\/p>

                                                      Arcanaloths speak and write all languages<\/strong>, making<\/p>

                                                      them cunning diplomats and negotiators. An arcanaloth<\/p>

                                                      properly paid can broker treaties or alliances with<\/p>

                                                      subtlety and finesse, just as an arcana loth who changes<\/p>

                                                      sides can easily turn the best-laid peace talks into all-out<\/p>

                                                      war. What the fiend demands in exchange for its time<\/p>

                                                      and talent is information, as well as powerful magic<\/p>

                                                      items that it can trade for even more information.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"0","alignment":"Neutral Evil","reference":"Usergen"},{"id":10284,"name":"Mezzoloth","full_text":"

                                                      Mezzoloth<\/h2>

                                                      Medium fiend (yugoloth), neutral evil<\/p>

                                                      Armor Class<\/strong> 18 (natural armor)<\/p>

                                                      Hit Points<\/strong> 75 (10d8 + 30)<\/p>

                                                      Speed<\/strong> 40ft.<\/p>
                                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                      18 (+4)<\/td>11 (+0)<\/td>16 (+3)<\/td>7 (-2)<\/td>10 (+0)<\/td>11 (+0)<\/td><\/tr><\/tbody><\/table>

                                                      Skills<\/strong> Perception +3<\/p>

                                                      Damage Resistances<\/strong> cold , fire, lightning; bludgeoning,<\/p>

                                                      piercing, and slashing from non magical weapons<\/p>

                                                      Damage Immunities<\/strong> acid, poison<\/p>

                                                      Condition Immunitie<\/strong>s poisoned<\/p>

                                                      Senses<\/strong> blindsight 60ft., darkvision 60ft.,<\/p>

                                                      passive Perception 13<\/p>

                                                      Languages<\/strong> Abyssal, Infernal, telepathy 60ft.<\/p>

                                                      Challenge<\/strong> 5 (1,800 XP)<\/p>

                                                      Innate Spellcasting<\/strong>. The mezzoloth's innate spellcasting ability<\/p>

                                                      is Charisma (spell save DC 11). The mezzoloth can innately<\/p>

                                                      cast the following spells, requiring no material components:<\/p>

                                                      2\/day<\/strong> each: darkness, dispel magic<\/p>

                                                      1\/day<\/strong>: cloudkill<\/p>

                                                      Magic Resistance<\/strong>. The mezzoloth has advantage on saving<\/p>

                                                      throws against spells and other magical effects.<\/p>

                                                      Magic Weapons<\/strong>. The mezzoloth's weapon attacks are magical.<\/p>

                                                      ACTIONS<\/strong><\/p>

                                                      Multiattack<\/strong>. The mezzoloth makes two attacks: one with its<\/p>

                                                      claws and one with its trident.<\/p>

                                                      Claws<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.<\/p>

                                                      Hit: 9 (2d4 + 4) slashing damage.<\/p>

                                                      Trident<\/strong>. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.<\/p>

                                                      or range 20\/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage,<\/p>

                                                      or 8 (ld8 + 4) piercing damage when held with two claws and<\/p>

                                                      used to make a melee attack.<\/p>

                                                      Teleport<\/strong>. The mezzo loth magically teleports, along with<\/p>

                                                      any equipment it is wearing or carrying, up to 60 feet to an<\/p>

                                                      unoccupied space it can see.<\/p>

                                                       <\/p>

                                                      The bulk of the yugoloth population<\/strong> is made up of<\/p>

                                                      mezzoloths, which are human-sized insect creatures<\/p>

                                                      covered in dense chitinous plates. Mezzoloths serve<\/p>

                                                      as foot soldiers in yugoloth armies, their wide-set eyes<\/p>

                                                      glowing red as the mezzoloths bear down on their foes.<\/p>

                                                       <\/p>

                                                      Violence and reward<\/strong> are the fundamental drives of<\/p>

                                                      a mezzoloth, and powerful beings that promise one or<\/p>

                                                      the other can easily attract them into service. Although<\/p>

                                                      it has lethal claws on its four arms, a mezzoloth<\/p>

                                                      typically wields a trident in two of them. If surrounded<\/p>

                                                      by enemies, a mezzoloth exhales toxic fumes that can<\/p>

                                                      choke and kill whole groups of creatures.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"0","alignment":"Neutral Evil","reference":"Usergen"},{"id":10286,"name":"Nycaloth","full_text":"

                                                      Nycaloth<\/h2>

                                                      Large fiend (yugoloth), neutral evil<\/p>

                                                      Armor Class<\/strong> 18 (natural armor)<\/p>

                                                      Hit Points<\/strong> 123 (13d10 +52)<\/p>

                                                      Speed<\/strong> 40 ft., fly 60ft.<\/p>
                                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                      20 (+5)<\/td>11 (+0)<\/td>19 (+4)<\/td>12 (+1)<\/td>10 (+0)<\/td>15 (+2)<\/td><\/tr><\/tbody><\/table>

                                                      Skills<\/strong> Intimidation +6, Perception +4, Stealth +4<\/p>

                                                      Damage Resistances<\/strong> cold, fire, lightning; bludgeoning,<\/p>

                                                      piercing, and slashing from non magical weapons<\/p>

                                                      Damage Immunities<\/strong> acid, poison<\/p>

                                                      Condition Immunities<\/strong> poisoned<\/p>

                                                      Senses<\/strong> blindsight 60ft., darkvision 60ft.,<\/p>

                                                      passive Perception 14<\/p>

                                                      Languages<\/strong> Abyssal, Infernal, telepathy 60ft.<\/p>

                                                      Challenge<\/strong> 9 (5,000 XP)<\/p>

                                                      Innate Spellcasting<\/strong>. The nycaloth's innate spellcasting ability is<\/p>

                                                      Charisma. The nycaloth can innately cast the following spells,<\/p>

                                                      requiring no material components:<\/p>

                                                      At will<\/strong>: darkness, detect magic, dispel magic, invisibility (self<\/p>

                                                      only), mirror image<\/p>

                                                      Magic Resistance<\/strong>. The nycaloth has advantage on saving<\/p>

                                                      throws against spells and other magical effects.<\/p>

                                                      Magic Weapons<\/strong>. The nycaloth's weapon attacks are magical.<\/p>

                                                      ACTIONS<\/strong><\/p>

                                                      Multiattack<\/strong>. The nycaloth makes two melee attacks, or<\/p>

                                                      it makes one melee attack and teleports before or after<\/p>

                                                      the attack.<\/p>

                                                      Claw<\/strong>. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.<\/p>

                                                      Hit: 12 (2d6 + 5) slashing damage. If the target is a creature,<\/p>

                                                      it must succeed on a DC 16 Constitution saving throw or take<\/p>

                                                      5 (2d4) slashing damage at the start of each of its turns due<\/p>

                                                      to a fiendish wound. Each time the nycaloth hits the wounded<\/p>

                                                      target with this attack, the damage dealt by the wound<\/p>

                                                      increases by 5 (2d4). Any creature can take an action to stanch<\/p>

                                                      the wound with a successful DC 13 Wisdom (Medicine) check.<\/p>

                                                      The wound also closes if the target receives magical healing.<\/p>

                                                      Greataxe<\/strong>. Melee Weapon Attack: +9 to hit, reach 5 ft., one<\/p>

                                                      target. Hit: 18 (2d12 + 5) slashing damage.<\/p>

                                                      Teleport<\/strong>. The nycaloth magically teleports, along with any<\/p>

                                                      equipment it is wearing or carrying, up to 60 feet to an<\/p>

                                                      unoccupied space it can see.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10287,"name":"Ultroloth","full_text":"

                                                      Ultroloth<\/h2>

                                                      Medium fiend (yugoloth), neutral evil<\/p>

                                                      Armor Class<\/strong> 19 (natural armor)<\/p>

                                                      Hit Points<\/strong> 153 (18d8 + 72)<\/p>

                                                      Speed<\/strong> 30ft., fly 60ft.<\/p>
                                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                      16 (+3)<\/td>16 (+3)<\/td>18 (+4)<\/td>18 (+4)<\/td>15 (+2)<\/td>19 (+4)<\/td><\/tr><\/tbody><\/table>

                                                      Skills<\/strong> Intimidation +9, Perception +7, Stealth +8<\/p>

                                                      Damage Resistances<\/strong> cold, fire, lightning; bludgeoning,<\/p>

                                                      piercing, and slashing from non magical weapons<\/p>

                                                      Damage Immunities<\/strong> acid, poison<\/p>

                                                      Condition Immunities<\/strong> charmed, frightened, poisoned<\/p>

                                                      Senses<\/strong> truesight 120ft., passive Perception 17<\/p>

                                                      Languages<\/strong> Abyssal, Infernal, telepathy 120ft.<\/p>

                                                      Challenge<\/strong> 13 (10,000 XP)<\/p>

                                                      Innate Spellcasting<\/strong>. The ultroloth's innate spellcasting ability is<\/p>

                                                      Charisma (spell save DC 17). The ultroloth can innately cast the<\/p>

                                                      following spells, requiring no material components:<\/p>

                                                      At will<\/strong>: alter self, clairvoyance, darkness, detect magic, detect<\/p>

                                                      thoughts, dispel magic, invisibility (self only), suggestion<\/p>

                                                      3\/day<\/strong> each: dimension door,fear, wall of fire<\/p>

                                                      1\/day<\/strong> each: fire storm, mass suggestion<\/p>

                                                      Magic Resistance<\/strong>. The ultroloth has advantage on saving<\/p>

                                                      throws against spells and other magical effects.<\/p>

                                                      Magic Weapons<\/strong>. The ultroloth's weapon attacks are magical.<\/p>

                                                      ACTIONS<\/strong><\/p>

                                                      Multiattack<\/strong>. The ultroloth can use its Hypnotic Gaze and<\/p>

                                                      makes three melee attacks.<\/p>

                                                      Longsword<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one<\/p>

                                                      target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)<\/p>

                                                      slashing damage if used with two hands.<\/p>

                                                      Hypnotic Gaze<\/strong>. The ultroloth's eyes sparkle with opalescent<\/p>

                                                      light as it targets one creature it can see within 30 feet of it. If<\/p>

                                                      the target can see the ultroloth, the target must succeed on a<\/p>

                                                      DC 17 Wisdom saving throw against this magic or be charmed<\/p>

                                                      until the end of the ultroloth's next turn. The charmed target is<\/p>

                                                      stunned. If the target's saving throw is successful, the target is<\/p>

                                                      immune to the ultroloth's gaze for the next 24 hours.<\/p>

                                                      Teleport<\/strong>. The ultroloth magically teleports, along with any<\/p>

                                                      equipment it is wearing or carrying, up to 60 feet to an<\/p>

                                                      unoccupied space it can see.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Fiend","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10288,"name":"Beholder Zombie ","full_text":"

                                                      Beholder Zombie<\/h2>

                                                      Large undead, neutral evil<\/p>

                                                      Armor Class<\/strong> 15 (natural armor)<\/p>

                                                      Hit Points<\/strong> 93 (lld10 + 33)<\/p>

                                                      Speed<\/strong> 0 ft., fly 20ft. (hover)<\/p>
                                                      STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                      10 (+0)<\/td>8 (- 1)<\/td>16 (+3)<\/td>3 (-4)<\/td>8 (- 1)<\/td>5 (- 3)<\/td><\/tr><\/tbody><\/table>

                                                      Saving Throws<\/strong> Wis +2<\/p>

                                                      Damage Immunities<\/strong> poison<\/p>

                                                      Condition Immunities<\/strong> poisoned<\/p>

                                                      Senses<\/strong> darkvision 60ft., passive Perception 9<\/p>

                                                      Languages<\/strong> understands Deep Speech and Undercommon but<\/p>

                                                      can't speak<\/p>

                                                      Challenge<\/strong> 5 (1 ,800 XP)<\/p>

                                                      Undead Fortitude<\/strong>. If damage reduces the zombie to 0 hit<\/p>

                                                      points, it must make a Constitution saving throw with a DC<\/p>

                                                      of 5 +the damage taken, un less the damage is radiant or<\/p>

                                                      from a critical hit. On a success, the zombie drops to 1 hit<\/p>

                                                      point in stead.<\/p>

                                                      ACTIONS<\/strong><\/p>

                                                      Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p>

                                                      Hit: 14 (4d6) piercing damage.<\/p>

                                                      Eye Ray<\/strong>. The zombie uses a random magical eye ray, choosing<\/p>

                                                      a target that it can see within 60 feet of it.<\/p>

                                                      • 1. Paralyzing Ray<\/strong>. The targeted creature must succeed on a<\/li><\/ul>

                                                        DC 14 Constitution saving throw or be paralyzed for 1 minute.<\/p>

                                                        The target can repeat the saving throw at the end of each of its<\/p>

                                                        turns, ending the effect on itself on a success.<\/p>

                                                        • 2. Fear Ray<\/strong>. The targeted creature must succeed on a DC 14<\/li><\/ul>

                                                          Wisdom saving throw or be frightened for 1 minute. The target<\/p>

                                                          can repeat the saving throw at the end of each of its turns,<\/p>

                                                          ending the effect on itself on a success.<\/p>

                                                          • 3. Enervation Ray<\/strong>. The targeted creature must make a DC 14<\/li><\/ul>

                                                            Constitution saving throw, taking 36 (8d8) necrotic damage on<\/p>

                                                            a failed save, or half as much damage on a successful one.<\/p>

                                                            • 4. Disintegration Ray<\/strong>. If the target is a creature, it must<\/li><\/ul>

                                                              succeed on a DC 14 Dexterity savin g throw or take 45 (10d8)<\/p>

                                                              force damage . If this damage reduces the creature to 0 hit<\/p>

                                                              points, its body becomes a pile of fine gray dust.<\/p>

                                                              If the target is a Large or smaller non magical object or<\/p>

                                                              creation of magical force, it is disintegrated without a saving<\/p>

                                                              throw. If the target is a Huge or larger non magical object<\/p>

                                                              or creation of magical force , this ray disintegrates a 10-foot<\/p>

                                                              cube of it.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10293,"name":"Killer Whale","full_text":"

                                                              Killer Whale<\/h2>

                                                              Huge beast, unaligned<\/p>

                                                              Armor Class<\/strong> 12 (natural armor)<\/p>

                                                              Hit Points<\/strong> 90 (12d12 + 12)<\/p>

                                                              Speed<\/strong> 0 ft., swim 60ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              19 (+4)<\/td>10 (+0)<\/td>13 (+1)<\/td>3 (- 4)<\/td>12 (+1)<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +3<\/p>

                                                              Senses<\/strong> blindsight 120ft., passive Perception 13<\/p>

                                                              Languages<\/strong>-<\/p>

                                                              Challenge<\/strong> 3 (700 XP)<\/p>

                                                              Echolocation<\/strong>. The whale can't use its blindsight<\/p>

                                                              while deafened.<\/p>

                                                              Hold Breath<\/strong>. The whale can hold its breath for 30 minutes.<\/p>

                                                              Keen Hearing<\/strong>. The whale has advantage on Wisdom<\/p>

                                                              (Perception) checks that rely on hearing.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bite<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 21 (5d6 + 4) piercing damage .<\/p><\/address>","family":"","ch":"0","size":"Huge","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10294,"name":"Lion","full_text":"

                                                              Lion<\/h2>

                                                              Large beast, unaligned<\/p>

                                                              Armor Class<\/strong> 12<\/p>

                                                              Hit Points<\/strong> 26 (4d10 + 4)<\/p>

                                                              Speed<\/strong> 50 ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              17 (+3)<\/td>15 (+2)<\/td>13 (+1)<\/td>3 (- 4)<\/td>12 (+1)<\/td>8 (-1)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +3 , Stealth +6<\/p>

                                                              Senses<\/strong> passive Perception 13<\/p>

                                                              Languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 1 (200 XP)<\/p>

                                                              Keen Smell<\/strong>. The lion has advantage on Wisdom (Perception)<\/p>

                                                              checks that rely on smell.<\/p>

                                                              Pack Tactics<\/strong>. The lion has advantage on an attack roll against a<\/p>

                                                              creature if at least one of the lion's allies is within 5 feet of the<\/p>

                                                              creature and the ally isn't incapacitated .<\/p>

                                                              Pounce<\/strong>. If the lion moves at least 20 feet straight toward a<\/p>

                                                              creature and then hits it with a claw attack on the same turn,<\/p>

                                                              that target must succeed on a DC 13 Strength saving throw or<\/p>

                                                              be knocked prone. If the target is prone, the lion can make one<\/p>

                                                              bite attack against it as a bonus action.<\/p>

                                                              Running Leap<\/strong>. With a 10-foot running start, the lion can long<\/p>

                                                              jump up to 25 feet.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 7 (1d8 + 3) piercing damage.<\/p>

                                                              Claw<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.,<\/p>

                                                              Hit: 6 (1d6 + 3) slashing damage.<\/p>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10296,"name":"Lizard","full_text":"

                                                              Lizard<\/h2>

                                                              Tiny beast, unaligned<\/p>

                                                              Armor Class<\/strong> 10<\/p>

                                                              Hit Points<\/strong> 2 (ld4)<\/p>

                                                              Speed<\/strong> 20ft., climb 20 ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              2 (- 4)<\/td>11 (+0)<\/td>10 (+0)<\/td>1 (-5)<\/td>8 (- 1)<\/td>3 (-4)<\/td><\/tr><\/tbody><\/table>

                                                              Senses<\/strong> darkvision 30ft., passive Perception 9<\/p>

                                                              Languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 0 (10 XP)<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bite<\/strong>. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 1 piercing damage.<\/p><\/div>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10298,"name":"Mammoth","full_text":"

                                                              Mammoth<\/h2>

                                                              Huge beast, unaligned<\/p>

                                                              Armor Class<\/strong> 13 (natura l armor)<\/p>

                                                              Hit Points<\/strong> 126 (11d12 + 55)<\/p>

                                                              Speed<\/strong> 40ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              24 (+7)<\/td>9 (-1)<\/td>21 (+5)<\/td>3 (-4)<\/td>11 (+0)<\/td>6 (-2)<\/td><\/tr><\/tbody><\/table>

                                                              Senses<\/strong> passive Perceptio n 10<\/p>

                                                              Languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 6 (2,300 XP)<\/p>

                                                              Trampling Charge<\/strong>. If the mammot h moves at le ast 20 feet<\/p>

                                                              straight toward a creature and t hen hits it with a gore attack on<\/p>

                                                              the same turn , that target must succeed o n a DC 18 Strength<\/p>

                                                              saving throw or be knocked prone. If the target is prone,<\/p>

                                                              the mammoth can make one stomp attack against it as a<\/p>

                                                              bonus action.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Gore<\/strong>. Melee Weapon Attack: +10 to hit, reach 10ft., one target.<\/p>

                                                              Hit: 25 (4d8 + 7) piercing damage.<\/p>

                                                              Stomp<\/strong>. Melee Weapon Attack:+ 10 to hit, reach 5 ft. , o ne prone<\/p>

                                                              creature. Hit: 29 (4d10 + 7) bludgeoning damage.<\/p>

                                                               <\/p>

                                                              A mammoth<\/strong> is an elephantine creature with thick<\/p>

                                                              fur and long tusks. Stockier and fiercer than normal<\/p>

                                                              elephants, mammoths inhabit a wide range of climes,<\/p>

                                                              from subarctic to subtropical.<\/p><\/div>","family":"","ch":"0","size":"Huge","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10299,"name":"Mastiff","full_text":"

                                                              Mastiff<\/h2>

                                                              Medium beast, unalined<\/strong><\/p>

                                                              Armor Class<\/strong> 12<\/p>

                                                              Hit Points<\/strong> 5 (ld8 + 1)<\/p>

                                                              Speed<\/strong> 40 ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              13 (+1)<\/td>14 (+2)<\/td>12 (+1)<\/td>3 (-4)<\/td>12 (+1)<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +3<\/p>

                                                              Senses<\/strong> passive Perceptio n 13<\/p>

                                                              Languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 1\/8 (25 XP)<\/p>

                                                              Keen Hearing and Smell<\/strong>. The mastiff has advantage on<\/p>

                                                              Wisdom (Perception) checks that rely on hearing or smell.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., o ne target. Hit:<\/p>

                                                              4 (1d6 + 1) piercing damage. If the target is a creature, it must<\/p>

                                                              succeed on a DC 11 Strength saving throw o r be knocked prone.<\/p>

                                                               <\/p>

                                                              Mastiffs are impressive hounds<\/strong> prized by humanoids<\/p>

                                                              for their loyalty and keen senses, Mastiffs can be trained<\/p>

                                                              as guard dogs, hunting dogs, and war dogs. Halftings<\/p>

                                                              and other Small humanoids ride them as mounts.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10300,"name":"Mule","full_text":"

                                                              Mule<\/h2>

                                                              Medium beast, unaligned<\/p>

                                                              Armor Class<\/strong> 1 0<\/p>

                                                              Hit Points<\/strong> 11 (2d8 + 2)<\/p>

                                                              Speed<\/strong> 40ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              14 (+2)<\/td>10 (+0)<\/td>13 (+1)<\/td>2 (-4)<\/td>10 (+0)<\/td>5 (-3)<\/td><\/tr><\/tbody><\/table>

                                                              Senses<\/strong> passive Perception 10<\/p>

                                                              Languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 1\/8 (25 XP)<\/p>

                                                              Beast of Burden<\/strong>. The mule is considered to be a Large animal<\/p>

                                                              for the purpose of determining its carrying capacity.<\/p>

                                                              Sure-Footed<\/strong>. The mule has advantage on Strength and<\/p>

                                                              Dexterity saving throws made against effects that would<\/p>

                                                              knock it prone.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Hooves<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 4 (1d4 + 2) bludgeoning damage.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10301,"name":"Owl","full_text":"

                                                              Owl<\/h2>

                                                              Tiny beast, unaligned<\/p>

                                                              Armor Class<\/strong> 11<\/p>

                                                              Hit Points<\/strong> 1 (ld4- 1)<\/p>

                                                              Speed<\/strong> 5 ft., fly 60ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              3 (-4)<\/td>13 (+1)<\/td>8 (-1)<\/td>2 (-4)<\/td>12 (+1)<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +3, Stealth +3<\/p>

                                                              Senses<\/strong> darkvision 120ft., passive Perception 13<\/p>

                                                              Languages<\/strong>-<\/p>

                                                              Challenge<\/strong> 0 (10 XP)<\/p>

                                                              Flyby<\/strong>. The owl doesn't provoke opportunity attacks when it<\/p>

                                                              flies out of an enemy's reach.<\/p>

                                                              Keen Hearing and Sight<\/strong>. The owl has advantage on Wisdom<\/p>

                                                              (Perception) checks that rely on hearing r sight.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Talons<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 1 slashing damage.<\/p><\/div>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10302,"name":"Wolf","full_text":"

                                                              Wolf<\/h2>

                                                              Medium beast, unaligned<\/p>

                                                              Armor Class<\/strong> 13 (natural armor)<\/p>

                                                              Hit Points<\/strong> 11 (2d8 + 2)<\/p>

                                                              Speed<\/strong> 40ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              12 (+1)<\/td>15 (+2)<\/td>12 (+1)<\/td>3 (-4)<\/td>12 (+1)<\/td>6 (-2)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +3, Stealth +4<\/p>

                                                              Senses<\/strong> passive Perception 13<\/p>

                                                              Languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 1\/4 (50 XP)<\/p>

                                                              Keen Hearing and Smell<\/strong>. The wolf has advantage on Wisdom<\/p>

                                                              (Perception) checks that rely on hearing or smell.<\/p>

                                                              Pack Tactics<\/strong>. The wolf has advantage on attack rolls against a<\/p>

                                                              creature if at least one of the wolf's allies is within 5 feet of the<\/p>

                                                              creature and the ally isn't incapacitated.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,<\/p>

                                                              it must succeed on a DC 11 Strength saving throw or be<\/p>

                                                              knocked prone.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10303,"name":"Worg","full_text":"

                                                              Worg<\/h2>

                                                              Large monstrosity, neutral evil<\/p>

                                                              Armor Class<\/strong> 13 (natural armor)<\/p>

                                                              Hit Points<\/strong> 26 (4d10 + 4)<\/p>

                                                              Speed<\/strong> 50 ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              16 (+3)<\/td>13 (+1)<\/td>13 (+1)<\/td>7 (- 2)<\/td>11 (+0)<\/td>8 (-1)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +4<\/p>

                                                              Senses<\/strong> darkvision 60 ft., passive Perception 14<\/p>

                                                              Languages<\/strong> Goblin , Worg<\/p>

                                                              Challenge<\/strong> 1\/2 (100 XP)<\/p>

                                                              Keen Hearing and Smell<\/strong>. The worg has advantage on Wisdom<\/p>

                                                              (Perception) checks that rely on hearing or smell.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,<\/p>

                                                              it must succeed on a DC 13 Strength saving throw or be<\/p>

                                                              knocked prone.<\/p>

                                                               <\/p>

                                                              A worg is an evil predator<\/strong> that delights in hunting and<\/p>

                                                              devouring creatures weaker than itself. Cunning and<\/p>

                                                              malevolent, worgs roam across the remote wilderness<\/p>

                                                              or a re raised by goblins and hobgoblins. Those<\/p>

                                                              creatures use worgs as mounts, but a worg will turn on<\/p>

                                                              its rider if it feels mistreated or malnourished. Worgs<\/p>

                                                              speak in their own language and Goblin, and a few learn<\/p>

                                                              to speak Common as well.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Magical Beast","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10304,"name":"Winter Wolf ","full_text":"

                                                              Winter Wolf<\/h2>

                                                              Large monstrosity, neutral evil<\/p>

                                                              Armor Class<\/strong> l3 (natural armor)<\/p>

                                                              Hit Points<\/strong> 75 (10d10 + 20)<\/p>

                                                              Speed<\/strong> 50 ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              18 (+4)<\/td>l3 (+1)<\/td>14 (+2)<\/td>7 (-2)<\/td>12 (+1)<\/td>8 (-1)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +5, Stealth +3<\/p>

                                                              Damage Immunities<\/strong> cold<\/p>

                                                              Senses<\/strong> passive Perception 15<\/p>

                                                              Languages<\/strong> Common, Giant, Winter Wolf<\/p>

                                                              Challenge<\/strong> 3 (700 XP)<\/p>

                                                              Keen Hearing and Smell<\/strong>. The wo lf has advantage on Wisdom<\/p>

                                                              (Perception) checks that rely on hearing or sme ll.<\/p>

                                                              Pack Tactics<\/strong>. The wolf has advantage on an attack roll aga in st a<\/p>

                                                              creature if at least one of the wolf's alli es is within 5 feet of the<\/p>

                                                              creature and the ally isn't incapacitated.<\/p>

                                                              Snow Camouflage<\/strong>. Th e wo lf has advantage on Dexterity<\/p>

                                                              (Stealth) checks made to hide in snowy terrain.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bite<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 11 (2d6 + 4) piercing damage. If the target is a creature,<\/p>

                                                              it must succeed on a DC 14 Strength saving throw or be<\/p>

                                                              knocked prone.<\/p>

                                                              Cold Breath<\/strong> (Recharge 5-6). The wolf exhales a blast of freezing<\/p>

                                                              wind in a 15-foot cone. Each creature in that area must make a<\/p>

                                                              DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on<\/p>

                                                              a failed save, or half as much damage on a successful one.<\/p>

                                                               <\/p>

                                                              The arctic-dwelling winter wolf<\/strong> is as large as a dire<\/p>

                                                              wolf but has snow-white fur and pale blue eyes. Frost<\/p>

                                                              giants use these evil creatures as guards and hunting<\/p>

                                                              companions, putting the wolves' deadly breath weapon<\/p>

                                                              to use against their foes. Winter wolves communicate<\/p>

                                                              with one another using growls and barks, but they<\/p>

                                                              speak Common and Giant well enough to follow simple<\/p>

                                                              conversations.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral Evil","reference":"Usergen"},{"id":10305,"name":"Weasel ","full_text":"

                                                              Weasel<\/h2>

                                                              Tiny beast, unaligned<\/p>

                                                              Armor Class<\/strong> 13<\/p>

                                                              Hit Points<\/strong> 1 (1d4- 1)<\/p>

                                                              Speed<\/strong> 30ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              3 (-4)<\/td>16 (+3)<\/td>8 (-1)<\/td>2 (-4)<\/td>12 (+1)<\/td>3 (-4)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +3, Stealth +5<\/p>

                                                              Senses<\/strong> passive Perception 13<\/p>

                                                              Languages<\/strong>-<\/p>

                                                              Challenge<\/strong> 0 (10 XP)<\/p>

                                                              Keen Hearing and Smell<\/strong>. Th e wease l has advantage on Wisdom<\/p>

                                                              (Perception) checks that rely on hearing or smell.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 1 piercing damage .<\/p><\/div>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10306,"name":"Weasel ","full_text":"

                                                              Weasel<\/h2>

                                                              Tiny beast, unaligned<\/p>

                                                              Armor Class<\/strong> 13<\/p>

                                                              Hit Points<\/strong> 1 (1d4- 1)<\/p>

                                                              Speed<\/strong> 30ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              3 (-4)<\/td>16 (+3)<\/td>8 (-1)<\/td>2 (-4)<\/td>12 (+1)<\/td>3 (-4)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +3, Stealth +5<\/p>

                                                              Senses<\/strong> passive Perception 13<\/p>

                                                              Languages<\/strong>-<\/p>

                                                              Challenge<\/strong> 0 (10 XP)<\/p>

                                                              Keen Hearing and Smell<\/strong>. Th e wease l has advantage on Wisdom<\/p>

                                                              (Perception) checks that rely on hearing or smell.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 1 piercing damage .<\/p><\/div>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10307,"name":"Warhorse","full_text":"

                                                              Warhorse<\/h2>

                                                              Large beast, unaligned<\/p>

                                                              Armor Class<\/strong> 11<\/p>

                                                              Hit Points<\/strong> 19 (3d10 + 3)<\/p>

                                                              Speed<\/strong> 60ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              18 (+4)<\/td>12 (+1)<\/td>13 (+1)<\/td>2 (-4)<\/td>12 (+1)<\/td>7 (-2)<\/td><\/tr><\/tbody><\/table>

                                                              Senses<\/strong> passive Perception 11<\/p>

                                                              Languages<\/strong>-<\/p>

                                                              Challenge<\/strong> 1\/2 (100 XP)<\/p>

                                                              Trampling Charge<\/strong>. If the horse moves at least 20 feet stra ight<\/p>

                                                              toward a creature and then hits it with a hooves attack on<\/p>

                                                              the same turn, that target must succeed on a DC 14 Strength<\/p>

                                                              saving throw or be knocked prone. If the target is prone, the<\/p>

                                                              horse can make another attack with its hooves against it as a<\/p>

                                                              bonus action .<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Hooves<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 11 (2d6 + 4) bludgeoning damage.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10308,"name":"Vulture","full_text":"

                                                              Vulture<\/h2>

                                                              Medium beast, unaligned<\/p>

                                                              Armor Class<\/strong> 10<\/p>

                                                              Hit Points<\/strong> 5 (1d8 + 1)<\/p>

                                                              Speed<\/strong> 10ft., fly 50 ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              7 (- 2)<\/td>10 (+0)<\/td>13 (+1)<\/td>2 (- 4)<\/td>12 (+1)<\/td>4 (-3)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +3<\/p>

                                                              Senses<\/strong> passive Perception 13<\/p>

                                                              languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 0 (10 XP)<\/p>

                                                              Keen Sight and Smell<\/strong>. The vulture has advantage on Wisdom<\/p>

                                                              (Perception) checks that rely on sight or smell .<\/p>

                                                              Pack Tactics<\/strong>. The vulture has advantage on an attack roll<\/p>

                                                              against a creature if at least one of the vulture's allies is within<\/p>

                                                              5 feet of the creature and the ally isn't incapacitated .<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Beak<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 2 (1d4) piercing damage.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10309,"name":"Swarm of Ravens","full_text":"

                                                              Swarm of Ravens<\/h2>

                                                              Medium swarm of Tiny beasts, unaligned<\/p>

                                                              Armor Class<\/strong> 12<\/p>

                                                              Hit Points<\/strong> 24 (7d8 - 7)<\/p>

                                                              Speed<\/strong> 10ft., fly 50 ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              6 (- 2)<\/td>14 (+2)<\/td>8 (-1)<\/td>3 (- 4)<\/td>12 (+1)<\/td>6 (- 2)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +5<\/p>

                                                              Damage Resistances<\/strong> bludgeoning, piercing, slashing<\/p>

                                                              Condition Immunities<\/strong> charmed, frightened, paralyzed,<\/p>

                                                              petrified, prone, restrained, stunned<\/p>

                                                              Senses<\/strong> passive Perception 15<\/p>

                                                              languages<\/strong>-<\/p>

                                                              Challenge<\/strong> 1\/4 (50 XP)<\/p>

                                                              Swarm<\/strong>. The swarm can occupy another creature's space and<\/p>

                                                              vice versa , and the swarm can move through any opening large<\/p>

                                                              enough for a Tiny raven . The swarm can't regain hit points or<\/p>

                                                              gain temporary hit points.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Beaks<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target<\/p>

                                                              in the swarm's space. Hit: 7 (2d6) pi e rcing damage, or 3 (1d6)<\/p>

                                                              piercing damage if the swarm has half of its hit points or fewer.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10310,"name":"Swarm of Rats","full_text":"

                                                              Swarm of Rats<\/h2>

                                                              Medium swarm of Tiny beasts, unaligned<\/p>

                                                              Armor Class<\/strong> 10<\/p>

                                                              Hit Points<\/strong> 24 (7d8 - 7)<\/p>

                                                              Speed<\/strong> 30ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              9 (- 1)<\/td>11 (+0)<\/td>9 (- 1)<\/td>2 (-4)<\/td>10 (+0)<\/td>3 (-4)<\/td><\/tr><\/tbody><\/table>

                                                              Damage Resistances<\/strong> bludgeoning, piercing, slashing<\/p>

                                                              Condition Immunities<\/strong> charmed, frightened , paralyzed,<\/p>

                                                              petrified, prone, restrained, stunned<\/p>

                                                              Senses<\/strong> darkvision 30ft., passive Perception 10<\/p>

                                                              languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 1\/4 (50 XP)<\/p>

                                                              Keen Smell<\/strong>. The swarm has advantage on Wisdom (Perception)<\/p>

                                                              checks that rely on smell.<\/p>

                                                              Swarm<\/strong>. The swarm can occupy another creature's space and<\/p>

                                                              vice versa, and the swarm can move through any opening large<\/p>

                                                              enough for a Tiny rat. The swarm can 't regain hit points or gain<\/p>

                                                              temporary hit points.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bites<\/strong>. Melee Weapon Attack: +2 to hit, reach 0 ft. , one target in<\/p>

                                                              the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6)<\/p>

                                                              piercing damage if the swarm has half of its hit points or fewer.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10311,"name":"Tiger","full_text":"

                                                              Tiger<\/h2>

                                                              Large beast, unaligned<\/p>

                                                              Armor Class<\/strong> 12<\/p>

                                                              Hit Points<\/strong> 37 (5d10 + 10)<\/p>

                                                              Speed<\/strong> 40ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              17 (+3)<\/td>15 (+2)<\/td>14 (+2)<\/td>3 (- 4)<\/td>12 (+1)<\/td>8 (-1)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Perception +3, Stealth +6<\/p>

                                                              Senses<\/strong> darkvision 60ft., passive Perception 13<\/p>

                                                              languages<\/strong>-<\/p>

                                                              Challenge<\/strong> 1 (200 XP)<\/p>

                                                              Keen<\/strong> Smell<\/strong>. The tiger has advantage on Wisdom (Perception)<\/p>

                                                              checks that rely on smell.<\/p>

                                                              Pounce<\/strong>. If the tiger moves at least 20 feet straight toward a<\/p>

                                                              creature and then hits it with a claw attack on the same turn,<\/p>

                                                              that target must succeed on a DC 13 Strength saving throw or<\/p>

                                                              be knocked prone. If the target is prone, the tiger can make one<\/p>

                                                              bite attack against it as a bonus action .<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.<\/p>

                                                              Hit: 8 (1d10 + 3) piercing damage .<\/p>

                                                              Claw<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p>

                                                              Hit: 7 (1d8 + 3) slashing damage.<\/p>

                                                               <\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"Usergen"},{"id":10312,"name":"Swarm of Quippers","full_text":"

                                                              Swarm of Quippers<\/h2>

                                                              Medium swarm of Tiny beasts, unaligned<\/p>

                                                              Armor Class<\/strong> 13<\/p>

                                                              Hit Points<\/strong> 28 (8d8 - 8)<\/p>

                                                              Speed<\/strong> 0 ft., swim 40 ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              13 (+1)<\/td>16 (+3)<\/td>9 (-1)<\/td>1 (-5)<\/td>7 (-2)<\/td>2 (-4)<\/td><\/tr><\/tbody><\/table>

                                                              Damage Resistances<\/strong> bludgeoning, piercing, slashing<\/p>

                                                              Condition Immunities<\/strong> charmed, frightened , paralyzed,<\/p>

                                                              petrified, prone, restrained, stunned<\/p>

                                                              Senses<\/strong> darkvision 60ft., passive Perception 8<\/p>

                                                              Languages<\/strong>-<\/p>

                                                              Challenge<\/strong> 1 (200 XP)<\/p>

                                                              Blood Frenzy<\/strong>. The swarm ha s advantage on melee attack rolls<\/p>

                                                              against any creature that doesn't have all its hit points.<\/p>

                                                              Swarm<\/strong>. The swarm can occupy another creature's space and<\/p>

                                                              vice versa, and the swarm can move through any opening large<\/p>

                                                              enough for a Tiny quipper. The swarm can't regain hit points or<\/p>

                                                              gain temporary hit points.<\/p>

                                                              Water Breathing<\/strong>. The swarm can breathe on ly underwater.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bites<\/strong>. Melee Weapon Attack: +5 to hit, reach 0 ft ., one creature<\/p>

                                                              in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6)<\/p>

                                                              piercing damage if the swarm has half of its hit points or fewer.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10313,"name":"Sea Horse ","full_text":"

                                                              Sea Horse<\/h2>

                                                              Tiny beast, unaligned<\/p>

                                                              Armor Class<\/strong> 11<\/p>

                                                              Hit Points<\/strong> 1 (1d4 - 1)<\/p>

                                                              Speed<\/strong> 0 ft., swim 20ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              1 (- 5)<\/td>12 (+1)<\/td>8 (-1)<\/td>1 (- 5)<\/td>10 (+0)<\/td>2 (-4)<\/td><\/tr><\/tbody><\/table>

                                                              Senses<\/strong> passive Perception 10<\/p>

                                                              Languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 0 (0 XP)<\/p>

                                                              Water Breathing<\/strong>. The sea horse can breathe only underwater.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10314,"name":"Spider","full_text":"

                                                              Spider<\/h2>

                                                              Tiny beast, unaligned<\/p>

                                                              Armor Class<\/strong> 12<\/p>

                                                              Hit Points<\/strong> 1 (1d4- 1)<\/p>

                                                              Speed<\/strong> 20ft., climb 20 ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              2 (-4)<\/td>14 (+2)<\/td>8 (-1)<\/td>1 (-5)<\/td>10 (+0)<\/td>2 (-4)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Stealth +4<\/p>

                                                              Senses<\/strong> darkvision 30 ft. , passive Perception 10<\/p>

                                                              Languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 0 (10 XP)<\/p>

                                                              Spider Climb<\/strong>. Th e spider can climb difficult surfaces, including<\/p>

                                                              upside down on ceilings, without needing to make an<\/p>

                                                              ability check.<\/p>

                                                              Web Sense<\/strong>. While in contact with a web, the spider knows<\/p>

                                                              the exact location of any other creature in contact with<\/p>

                                                              the same web.<\/p>

                                                              Web Walker<\/strong>. The spider ignores movement restrictions caused<\/p>

                                                              by webbing.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10315,"name":"Swarm of Bats","full_text":"

                                                              Swarm of Bats<\/h2>

                                                              Medium swarm of Tiny beasts, unaligned<\/p>

                                                              Armor Class<\/strong> 12<\/p>

                                                              Hit Points<\/strong> 22 (Sd8)<\/p>

                                                              Speed<\/strong> 0 ft., fly 30ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              5 (-3)<\/td>15 (+2}<\/td>10 (+0)<\/td>2 (-4)<\/td>12 (+1)<\/td>4 (-3)<\/td><\/tr><\/tbody><\/table>

                                                              Damage<\/strong> Resistances<\/strong> bludgeoning, pi ercing, slashing<\/p>

                                                              Condition Immunities<\/strong> charmed, frightened, paralyzed,<\/p>

                                                              petrified, prone , restrained, stunned<\/p>

                                                              Senses<\/strong> blindsight 60ft., passive Perce ption 11<\/p>

                                                              Languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 1\/4 (50 XP)<\/p>

                                                              Echolocation<\/strong>. The swarm can't use its blindsight<\/p>

                                                              while deafened.<\/p>

                                                              Keen Hearing<\/strong>. The swarm has advantage on Wisdom<\/p>

                                                              (Perception) checks that rely on hearing.<\/p>

                                                              Swarm<\/strong>. The swarm can occupy another creature's space and<\/p>

                                                              vice versa, and the swarm can move through any opening large<\/p>

                                                              enough for a Tiny bat. The swarm can't regain hit points or<\/p>

                                                              gain temporary hit points.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bites<\/strong>. Melee Weapon Attack: +4 to hit, reach 0 ft. , one creature<\/p>

                                                              in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4)<\/p>

                                                              piercing damage if the swarm has half of its hit points or fewer.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10316,"name":"Swarm of Insects ","full_text":"

                                                              Swarm of Insects<\/h2>

                                                              Medium swarm of Tiny beasts, unaligned<\/p>

                                                              Armor Class<\/strong> 12 (natural armor)<\/p>

                                                              Hit Points<\/strong> 22 (5d8)<\/p>

                                                              Speed<\/strong> 20ft., climb 20ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              3 (-4)<\/td>13 (+1)<\/td>10 (+0)<\/td>1 (-5)<\/td>7 (-2)<\/td>1 (-5)<\/td><\/tr><\/tbody><\/table>

                                                              Damage Resistances<\/strong> bludgeoning, piercing, slashing<\/p>

                                                              Condition Immunities<\/strong> charmed, frightened, paralyzed,<\/p>

                                                              petrified, prone, restrained, stunned<\/p>

                                                              Senses<\/strong> blindsight 10ft., passive Perception 8<\/p>

                                                              Languages<\/strong>-<\/p>

                                                              Challenge<\/strong> 1\/2 (100 XP)<\/p>

                                                              Swarm<\/strong>. The swarm can occupy another creature's space and<\/p>

                                                              vice versa , and the swarm can move through any opening large<\/p>

                                                              enough for a Tiny insect. The swarm can't regain hit points or<\/p>

                                                              gain temporary hit points.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bites<\/strong>. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in<\/p>

                                                              the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4)<\/p>

                                                              piercing damage if the swarm has half of its hit points or fewer.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10318,"name":"Swarm of Poisonous Snakes","full_text":"

                                                              Swarm of Poisonous Snakes<\/h2>

                                                              Medium swarm of Tiny beasts, unaligned<\/p>

                                                              Armor Class<\/strong> 14<\/p>

                                                              Hit Points<\/strong> 36 (8d8)<\/p>

                                                              Speed<\/strong> 30ft. , swim 30ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              8 (-1)<\/td>18 (+4)<\/td>11 (+0)<\/td>1 (- 5)<\/td>10 (+0)<\/td>3 (- 4)<\/td><\/tr><\/tbody><\/table>

                                                              Damage Resistances<\/strong> bludgeoning, piercing, slashing<\/p>

                                                              Condition Immunities<\/strong> charmed, frightened, paralyzed ,<\/p>

                                                              petrified, prone, restrained, stunned<\/p>

                                                              Senses<\/strong> blindsight 10ft., passive Perception 10<\/p>

                                                              Languages<\/strong> -<\/p>

                                                              Challenge<\/strong> 2 (450 XP)<\/p>

                                                              Swarm<\/strong>. The swarm can occupy another creature's space and<\/p>

                                                              vice versa, and the swarm can move through any opening large<\/p>

                                                              enough for a Tiny snake. The swarm can't regain hit points or<\/p>

                                                              gain temporary hit points.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Bites<\/strong>. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature<\/p>

                                                              in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6)<\/p>

                                                              piercing damage if the swarm has half of its hit points or fewer.<\/p>

                                                              The target must make a DC 10 Constitution saving throw,<\/p>

                                                              taking 14 (4d6) poison damage on a failed save, or half as<\/p>

                                                              much damage on a successful one.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10319,"name":"Drow Elite Warrior ","full_text":"

                                                              Drow Elite Warrior<\/h2>

                                                              Medium humanoid (elf), neutral evil<\/p>

                                                              Armor Class<\/strong> 18 (studded leather, shield)<\/p>

                                                              Hit Points<\/strong> 71 (11d8 + 22)<\/p>

                                                              Speed<\/strong> 30ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              13 (+1)<\/td>18 (+4)<\/td>14 (+2)<\/td>11 (+0)<\/td>13 (+1)<\/td>12 (+1)<\/td><\/tr><\/tbody><\/table>

                                                              Saving Throws<\/strong> Dex +7, Con +5, Wis +4<\/p>

                                                              Skills<\/strong> Perception +4, Stealth +10<\/p>

                                                              Senses<\/strong> darkvision 120ft., passive Perception 14<\/p>

                                                              Languages<\/strong> Elvish, Undercommon<\/p>

                                                              Challenge<\/strong> 5 (1 ,800 XP)<\/p>

                                                              Fey Ancestry<\/strong>. The drow has advantage on saving throws against<\/p>

                                                              being charmed, and magic can't put the drow to sleep.<\/p>

                                                              Innate Spellcasting<\/strong>. The drew's spellcasting ability is Charisma<\/p>

                                                              (spell save DC 12). It can innately cast the following spells,<\/p>

                                                              requiring no material components:<\/p>

                                                              At will<\/strong>: dancing lights<\/p>

                                                              1\/day<\/strong> each: darkness ,faerie fire , levitate (self only)<\/p>

                                                              Sunlight Sensitivity<\/strong>. While in sunlight, the drow has<\/p>

                                                              disadvantage on attack rolls, as well as on Wisdom<\/p>

                                                              (Perception) checks that rely on sight.<\/p>

                                                              ACTIONS<\/strong><\/p>

                                                              Multiattack<\/strong>. The drow makes two shortsword attacks.<\/p>

                                                              Shortsword<\/strong>. Melee Weapon Attack: +7 to hit, reach 10ft.,<\/p>

                                                              one target. Hit: 7 (ld6 + 4) piercing damage plus 10 (3d6)<\/p>

                                                              poison damage.<\/p>

                                                              Hand Crossbow<\/strong>. Ranged Weapon Attack: +7 to hit, range 30\/120<\/p>

                                                              ft., one target. Hit: 7 (ld6 + 4) piercing damage, and the<\/p>

                                                              target must succeed on a DC 13 Constitution saving throw or<\/p>

                                                              be poisoned for 1 hour. If the saving throw fails by 5 or more,<\/p>

                                                              the target is also unconscious while poisoned in this way. The<\/p>

                                                              target wakes up if it takes damage or if another creature takes<\/p>

                                                              an action to shake it awake.<\/p>

                                                              REACTIONS<\/strong><\/p>

                                                              Parry<\/strong>. The drow adds 3 to its AC against one melee attack that<\/p>

                                                              would hit it. To do so, the drow must see the attacker and be<\/p>

                                                              wielding a melee weapon.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10320,"name":"Drow Mage","full_text":"

                                                              Drow Mage<\/h2>

                                                              Medium humanoid (elf), neutral evil<\/p>

                                                              Armor Class<\/strong> 12 (15 with mage armor)<\/p>

                                                              Hit Points<\/strong> 45 (10d8)<\/p>

                                                              Speed<\/strong> 30ft.<\/p>
                                                              STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                              9 (-1)<\/td>14 (+2)<\/td>10 (+0)<\/td>17 (+3)<\/td>13 (+1)<\/td>12 (+1)<\/td><\/tr><\/tbody><\/table>

                                                              Skills<\/strong> Arcana +6, Deception +5, Perception +4, Stealth +5<\/p>

                                                              Senses<\/strong> darkvision 120ft., passive Perception 14<\/p>

                                                              Languages<\/strong> Elvish, Undercommon<\/p>

                                                              Challenge<\/strong> 7 (2,900 XP)<\/p>

                                                              Fey Ancestry<\/strong>. The drow has advantage on saving throws against<\/p>

                                                              being charmed, and magic can't put the drow to sleep.<\/p>

                                                              Innate Spellcasting<\/strong>. The drew's innate spellcasting ability is<\/p>

                                                              Charisma (spell save DC 12). It can innately cast the following<\/p>

                                                              spells, requiring no material components:<\/p>

                                                              At will<\/strong>: dancing lights<\/p>

                                                              l\/day<\/strong> each: darkness ,faerie fire, levitate (self only)<\/p>

                                                              Spellcasting<\/strong>. The drow is a 10th-level spellcaster. Its<\/p>

                                                              spellcasting ability is Intelligence (spell save DC 14, +6 to<\/p>

                                                              hit with spell attacks). The drow has the following wizard<\/p>

                                                              spells prepared:<\/p>

                                                              Cantrips<\/strong> (at will): mage hand, minor illusion, poison spray,<\/p>

                                                              ray of frost<\/p>

                                                              • lst level (4 slots): mage armor, magic missile, shield, witch bolt<\/li>
                                                              • 2nd level (3 slots): alter self, misty step, web<\/li>
                                                              • 3rd level (3 slots):fly, lightning bolt<\/li>
                                                              • 4th level (3 slots): Evard's black tentacles, greater invisibility<\/li>
                                                              • 5th level (2 slots): cloudkill<\/li><\/ul>

                                                                Sunlight Sensitivity<\/strong>. While in sunli ght, the drow has<\/p>

                                                                disadvantage on attack rolls, as well as on Wisdom<\/p>

                                                                (Perception) checks that rely on sight.<\/p>

                                                                ACTIONS<\/strong><\/p>

                                                                Staff<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one<\/p>

                                                                target. Hit: 2 (ld6 - l) bludgeoning damage, or 3 (ld8- l)<\/p>

                                                                bludgeoning damage if used with two hands, plus 3 (ld6)<\/p>

                                                                poison damage.<\/p>

                                                                Summon Demon<\/strong> (1\/Day). The drow magically summons a<\/p>

                                                                quasit, or attempts to summon a shadow demon with a 50<\/p>

                                                                percent chance of success. The summoned demon appears in<\/p>

                                                                an unoccupied space within 60 feet of its su mmoner, acts as<\/p>

                                                                an ally of its summoner, and can't summon other demons. It<\/p>

                                                                remains for 10 minutes, until it or its summoner dies, or until<\/p>

                                                                its summoner dismisses it as an action<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"0","alignment":"Lawful Good","reference":"Usergen"},{"id":10321,"name":"Drow Priestess of Loth","full_text":"

                                                                Drow Priestess of Loth<\/h2>

                                                                Medium humanoid (elf), neutral evil<\/p>

                                                                Armor Class<\/strong> 16 (scale mail)<\/p>

                                                                Hit<\/strong> Points<\/strong> 71 (13d8 + 13)<\/p>

                                                                Speed<\/strong> 30ft.<\/p>
                                                                STR<\/strong><\/td>DEX<\/strong><\/td>CON<\/strong><\/td>INT<\/strong><\/td>WIS<\/strong><\/td>CHA<\/strong><\/td><\/tr>
                                                                10 (+0)<\/td>14 (+2)<\/td>12 (+1)<\/td>13 (+1)<\/td>17 (+3)<\/td>18 (+4)<\/td><\/tr><\/tbody><\/table>

                                                                Saving Throws<\/strong> Con +4, Wis +6, Cha +7<\/p>

                                                                Skills<\/strong> Insight +6, Perception +6, Religion +4, Stealth +5<\/p>

                                                                Senses<\/strong> darkvision 120ft., passive Perception 16<\/p>

                                                                Languages<\/strong> Elvish, Undercommon<\/p>

                                                                Challenge<\/strong> 8 (3,900 XP)<\/p>

                                                                Fey Ancestry<\/strong>. The drow has advantage on saving throws against<\/p>

                                                                being charmed, and magic can't put the drow to sleep.<\/p>

                                                                Innate Spellcasting<\/strong>. The drew's innate spellcasting ability is<\/p>

                                                                Charisma (spell save DC 12). It can innately cast the following<\/p>

                                                                spells, requiring no material components:<\/p>

                                                                At will<\/strong>: dancing lights<\/p>

                                                                l\/day<\/strong> each: darkness ,faerie fire, levitate (self only)<\/p>

                                                                Spellcasting<\/strong>. The drow is a 10th-level spellcaster. Its<\/p>

                                                                spellcasting ability is Intelligence (spell save DC 14, +6 to<\/p>

                                                                hit with spell attacks). The drow has the following wizard<\/p>

                                                                spells prepared:<\/p>

                                                                Cantrips<\/strong> (at will): mage hand, minor illusion, poison spray,<\/p>

                                                                ray of frost<\/p>

                                                                • lst level (4 slots): mage armor, magic missile, shield, witch bolt<\/li>
                                                                • 2nd level (3 slots): alter self, misty step, web<\/li>
                                                                • 3rd level (3 slots):fly, lightning bolt<\/li>
                                                                • 4th level (3 slots): Evard's black tentacles, greater invisibility<\/li>
                                                                • 5th level (2 slots): cloudkill<\/li><\/ul>

                                                                  Sunlight Sensitivity<\/strong>. While in sunli ght, the drow has<\/p>

                                                                  disadvantage on attack rolls, as well as on Wisdom<\/p>

                                                                  (Perception) checks that rely on sight.<\/p>

                                                                  ACTIONS<\/strong><\/p>

                                                                  Staff<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one<\/p>

                                                                  target. Hit: 2 (ld6 - l) bludgeoning damage, or 3 (ld8- l)<\/p>

                                                                  bludgeoning damage if used with two hands, plus 3 (ld6)<\/p>

                                                                  poison damage.<\/p>

                                                                  Summon Demon<\/strong> (1\/Day). The drow magically summons a<\/p>

                                                                  quasit, or attempts to summon a shadow demon with a 50<\/p>

                                                                  percent chance of success. The summoned demon appears in<\/p>

                                                                  an unoccupied space within 60 feet of its su mmoner, acts as<\/p>

                                                                  an ally of its summoner, and can't summon other demons. It<\/p>

                                                                  remains for 10 minutes, until it or its summoner dies, or until<\/p>

                                                                  its summoner dismisses it as an action<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"0","alignment":"Lawful Good","reference":"Usergen"}]]