[ [], [], [], [], [], [], [], [], [], [ { "id": 13484, "name": "Phase Spider", "full_text": "

Phase Spider

Large monstrosity, Unaligned


Armor Class 13 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 30 ft., climb 30 ft.


STR

DEX

CON

INT

WIS

CHA

15 (+2)

15 (+2

12 (+1)

6 (-2)

10 (+0)

6 (-2)


Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 10
Languages
Challenge 3 (700 XP)


Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions casue by webbing.

Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for one hour, even after regaining hit points, and is paralyzed while poisoned in this way.


A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

", "family": "Monstrosity", "ch": "3", "size": "Large", "hit_dice": "5d10 + 5", "initiative": "+2", "base_attack": "", "environment": "", "type": "Aberration", "challenge_rating": "3 (700 XP)", "alignment": "Neutral", "reference": "Usergen" }, { "id": 13557, "name": "Adult Blue Dracolich", "full_text": "

Adult Blue Dracolich

Huge undead, lawful evil


Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., burrow 30 ft., fly 80 ft.


STR

DEX

CON

INT

WIS

CHA

25 (+7)

10 (+0)

23 (+6)

16 (+3)

15 (+2)

19 (+4)


Saving Throws Str +5, Con +11, Wis +7, Cha +9
Skills Perception +12, Stealth +5
Damage Resistance necrotic
Damage Immunities lightning, poison
Condition Immunitites charmed, exhausted, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passiver Perception 22
Languages Common, Draconic
Challenge 17 (18,000 XP)


Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can shoose to suceed instead.

Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.

Actions


Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lighning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dracolich's choice that is within 20 feet of the dracholich and are aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for one minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracholich's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dracolich exhales lightning on a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions


The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dracolich regains spent legendary actions at the start of its turn.

Detect. The dracolich makes a Wisdom (Perception) check.
Tail Attack. The dracolich makes a tail attack.
Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.

", "family": "Undead", "ch": "17", "size": "Huge", "hit_dice": "225 (18d12 + 108)", "initiative": "+0", "base_attack": "", "environment": "", "type": "Undead", "challenge_rating": "17 (18,000 XP)", "alignment": "Lawful Evil", "reference": "Usergen" }, { "id": 13558, "name": "Young Red Shadow Dragon", "full_text": "

Young Red Shadow Dragon

Large dragon, chaotic evil


Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., climb 40 ft., fly 80 ft.


STR

DEX

CON

INT

WIS

CHA

23 (+6)

10 (+0)

21 (+5)

14 (+2)

11 (+0)

19 (+4)


Saving Throws Str +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +8
Damage Resistance necrotic
Damage Immunities fire
Senses blindsight 30 ft., darkvision 120 ft., passiver Perception 18
Languages Common, Draconic
Challenge 13 (10,000 XP)


Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well on Wisdom (Perception) checks that rely on sight.

Actions


Multiattack. The drago makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Lightning Breath (Recharge 5-6). The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much on a successful one. A humanoid reduced to zero hitpoints by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.

", "family": "Dragon", "ch": "13", "size": "Large", "hit_dice": "178 (17d10 + 85)", "initiative": "+0", "base_attack": "", "environment": "", "type": "Dragon", "challenge_rating": "13 (10,000 XP)", "alignment": "Chaotic Evil", "reference": "Usergen" }, { "id": 13564, "name": "Shadow Dragon Template", "full_text": "

Shadow Dragon Template


Only a true dragon can transform into a shadow dragon, and only if tit was born in the shadowfell or remains there for several years. A dracolich can't be turned into a shadow dragon, sice it loses it's draconic nature when it becomes undead.

When a dragon becomes a shadow dragon, it retains its statistics except as described below. The shadow dragon might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.

Damage Resistances. The dragon has resistance to necrotic damage.

Skill Proficiency: Stealth. The dragon's proficiency bonus is doubled for Dexterity (Stealth) checks.

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, the dragon can take the hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

New Action: Bite. If the dragon deal;s acid, cold, fire, lighning, or poison damage with its bite, change that damage type to necrotic.

New Action: Shadow Breath. Any damage-dealing breath weapon possessed by the dragoiin deals necrotic damage instead of its original damage type. A humanoid reduced to 0 hitpoints by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.

Shadow Dragon

Shadow dragons are true dragons that were either born in the Shadowfell or transformed by years spent within its dismal confines. Some shadow dragons embrace the Shadowfell for its bleak landscapes and desolation. Others seek to return to the Material Plane, hungry to spread the dakness and evil of the Plane of Shadow.

Dark Portals. Portals to the Shadowfell manifest in forlorn places and the deep gloom of subterranean caverns. The dragons that lair in such places often discover these portals and find themselves transported to a new realm. Ancient dragons that sleep in their lairs for months or years ata time might find themselves spirited away, never knowing that a portal has formed without their knowledge as they dream.

Recast in Shadow. The transformation to a shadow dragon happens over a period of years, during which time a dragon's scales lose their luster and fade to a charcoal hue. Its leathery wings become translucent, its eyes paling to pools of opalescent gray. Shadow dragons find sunlight abhorent, and they are weaker in bright light than in darkness. Darkness makes the dragon fade to a spectral shadow of its former self.
The magical nature of dragons holds an attractino for the Shadowfell, which seems somehow to crave the might and majesty of these great reptiles. The Shadowfell also has a dispiriting effect on its denizens, such that the longer a creature remains on the plane, the more it accepts the plane's malaise. As months and years pass for a dragon on the Shadowfell, it becomes aware of the transformatin being wrought upon it, and yet can do nothing to prevent it.

Back in the World. A shadow dragon is so suffused witht the power of the Shadowfell that even a return to the Material Plane can't undo its transformation. Some shadow dragons attempt to lure other creatures from the mortal realm back to the Shadowfell to keep them company, at least until they tire of their guests and devour them. Others are happy to leave the Shadowfell behind forever, understanding that treasure and power are easier to come by in the material plane.

", "family": "Dragon", "ch": "0", "size": "Large", "hit_dice": "", "initiative": "", "base_attack": "", "environment": "", "type": "Dragon", "challenge_rating": "", "alignment": "Chaotic Evil", "reference": "Usergen" } ], [] ]