[[],[],[],[],[],[],[],[],[],[{"id":10150,"name":"Aarakocra","full_text":"<h2>Aarakocra<\/h2><p>Medium humanoid (aarakocra), neutral good<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points 13<\/strong> (3d8)<\/p><p><strong>Speed<\/strong> 20 ft. , fly 50 ft.<\/p><table style=\"height: 40px;\" width=\"232\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>10(+0)<\/td><td>14(+2)<\/td><td>10(+0)<\/td><td>11(+0)<\/td><td>12(+1)<\/td><td>11(+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +5<\/p><p><strong>Senses<\/strong> passive Perception 15<\/p><p><strong>Languages<\/strong> Auran<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Dive Attack<\/strong>. If the aarakocra is flying and dives at least 30 fe et<\/p><p>straight toward a target an d then hits it with a melee weapon<\/p><p>attack, the attack dea ls an extra 3 (1d6) damage to th e target.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Talon<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.<\/p><p>Hit: 4 (ld4 + 2) slashing damage .<\/p><p><strong>javelin<\/strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or<\/p><p>range 30\/120 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>Aarakocra range the Howling Gyre<\/strong>, an endless storm<\/p><p>of mighty winds and lashing rains that surrounds the<\/p><p>tranquil realm of Aaqa in the Elemental Plane of Air.<\/p><p>Making aerial patrols, these birdlike humanoids guard<\/p><p>the windy borders of their home against invaders from<\/p><p>the Elemental Plane of Earth, such as gargoyles, their<\/p><p>sworn enemies.<\/p><p>&nbsp;<\/p><p><strong>Enemies of Elemental Evil<\/strong>. In service to the Wind<\/p><p>Dukes of Aaqa, aarakocra scout the planes in search<\/p><p>of temples of Elemental Evil. They spy on malign<\/p><p>elemental creatures and then either take the fi ght to<\/p><p>those creatures or report back to the Wind Dukes.<\/p><p>&nbsp;<\/p><p><strong>On the Material Plane<\/strong>, aarakocra create aeries atop<\/p><p>the highest mountains, especially peaks near portals<\/p><p>to the Elemental Plane of Air. From such heights,<\/p><p>aarakocra watch for signs of elemental incursions,<\/p><p>as well as for nascent threats to their home plane.<\/p><p>Aarakocra prefer to live their lives like the wind-<br \/>unburdened and ever moving- yet they watch over a<\/p><p>region for years if that's what it takes to guard against<\/p><p>the incursions of Elemental Evil.<\/p><p>&nbsp;<\/p><p><strong>Aarakocra have no concept<\/strong> of political borders or<\/p><p>property ownership, and the value of gems, gold, and<\/p><p>other precious materials means little to aarakocra. In<\/p><p>their eyes, a creature should use what is necessary and<\/p><p>then cast what is left on the wind for others to use.<\/p><p>&nbsp;<\/p><p><strong>Search for the Seven Shards<\/strong>. The Wind Dukes<\/p><p>of Aaqa come from a race of elemental beings called<\/p><p>the vaati, which once ruled many worlds. A creature<\/p><p>known as the Queen of Chaos arose and initiated an<\/p><p>interplana r war against vaati rule. To combat the threat,<\/p><p>seven vaati heroes combined their powers to create<\/p><p>the mighty Rod of Law. In a battle against the queen's<\/p><p>greatest general, Mishka the Wolf Spider, a vaati killed<\/p><p>Mishka by thrusting the rod into him like a spear. The<\/p><p>rod shattered into seven shards that scattered across<\/p><p>the multiverse. Aaracokra seek signs of the pieces'<\/p><p>locations in order to rebuild what is now know as the<\/p><p>Rod of Seven Parts.<\/p><p>&nbsp;<\/p><p><strong>SUMMONING AIR ELEMENTALS<\/strong><\/p><p>Five aarakocra within 30 feet of each other can magically<\/p><p>summon an air elemental. Each of the five must use its<\/p><p>action and movement on three consecutive turn s to perform<\/p><p>an aerial dance and must maintain concentration while<\/p><p>doing so (as if concentrating on a spell). When all five have<\/p><p>finished their third turn of the dance, the elemental appears<\/p><p>in an unoccupied space within 60 feet of them. It is fri endly<\/p><p>toward them and obeys their spoken commands. It remains<\/p><p>for 1 hour, until it or all its summoners die, or until any of<\/p><p>its summoners dismisses it as a bonus action . A summoner<\/p><p>can't perform the dance again until it finishe s a short rest.<\/p><p>When the elemental returns to the Elemental Plane of Air, any<\/p><p>aarakocra within 5 feet of it can return with it.<\/p><p>&nbsp;<\/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":"<h2>Banshee<\/h2><p>Medium undead, chaotic evil<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 58 (13d8)<\/p><p><strong>Speed<\/strong> 0 ft., fly 40ft. (hover)<\/p><table style=\"height: 53px;\" width=\"307\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>1 (-5)<\/td><td>14 (+2)<\/td><td>10 (+0)<\/td><td>12 (+1)<\/td><td>11 (+0)<\/td><td>17 (+3)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Wis +2, Cha +4<\/p><p><strong>Damage Resistances<\/strong> acid, fire, lightning, thunder; bludgeoning,<\/p><p>piercing, and slashing from non magical weapons<\/p><p><strong>Damage Immunities<\/strong> cold, necrotic, poison<\/p><p><strong>Condition Immunities<\/strong> charmed, exhaustion, frightened,<\/p><p>grappled, paralyzed, petrified, poisoned, prone, restrained<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Common, Elvish<\/p><p><strong>Challenge<\/strong> 4 (1 ,100 XP)<\/p><p><strong>Detect Life<\/strong>. The banshee can magically sense the presence<\/p><p>of living creatures up to 5 miles away. She knows the general<\/p><p>direction they're in but not their exact locations.<\/p><p><strong>Incorporeal Movement<\/strong>. The banshee can move through 0ther<\/p><p>creatures and objects as if they were difficult terrain. She takes<\/p><p>5 (1d10) force damage if she ends he~ turn inside an object.<\/p><p>&nbsp;<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Corrupting Touch<\/strong>. Melee Spell Attack: +4 to hit, reach 5 ft., one<\/p><p>target. Hit: 12 (3d6 + 2) necrotic damage.<\/p><p><strong>Horrifying Visage<\/strong>. Each non-undead creature within 60 feet of<\/p><p>the banshee that can see her must succeed on a DC 13 Wisdom<\/p><p>saving throw or be frightened for 1 minute. A frightened target<\/p><p>can repeat the saving throw at the end of each of its turns,<\/p><p>with disadvantage if the banshee is within line of sight, ending<\/p><p>the effect on itself on a success. If a target's saving throw is<\/p><p>successful or the effect ends for it, the target is immune to the<\/p><p>banshee's Horrifying Visage for the next 24 hours.<\/p><p><strong>Wail<\/strong> (1fDay). The banshee releases a mournful wail, provided<\/p><p>that she isn't in sunlight. This wail has no effect on constructs<\/p><p>and undead. Al l other creatures within 30 feet of her that can<\/p><p>hear her must make a DC 13 Constitution saving throw. On<\/p><p>a failure, a creature drops to 0 hit points. On a success, a<\/p><p>creature takes 10 (3d6) psychic damage.<\/p><p>&nbsp;<\/p><p><strong>When night falls<\/strong>, unlucky travelers hear the faint cries<\/p><p>of the forlorn dead. This woeful spirit is a banshee, a<\/p><p>spiteful creature formed from the spirit of a female elf.<\/p><p>&nbsp;<\/p><p><strong>Banshees appears<\/strong> as luminous, wispy forms that<\/p><p>vaguely recall their mortal features. A banshee's face is<\/p><p>wreathed in a wild tangle of hair, its body clad in wispy<\/p><p>rags that flutter and stream around it.<\/p><p>&nbsp;<\/p><p><strong>Divine Wrath<\/strong>. Banshees are the undead remnants of<\/p><p>elves who, blessed with great beauty, failed to use their<\/p><p>gift to bring joy to the world. Instead, they used their<\/p><p>beauty to corrupt and control others. Elves afflicted by<\/p><p>the banshee's curse experience no gladness, feeling<\/p><p>only distress in the presence of the Jiving. As the curse<\/p><p>takes its toll, their minds and bodies decay, until death<\/p><p>completes their transformation into undead monsters.<\/p><p>&nbsp;<\/p><p><strong>Sorrow Bound<\/strong>. A banshee becomes forever bound to<\/p><p>the place of its demise, unable to venture more than five<\/p><p>miles from there. It is forced to relive every momerit of<\/p><p>its life ~ith perfect recall, yet always refuses to accept<\/p><p>responsibility for. its doom.<\/p><p>&nbsp;<\/p><p><strong>Beauty Hoarders<\/strong>. The vanity that inspired the<\/p><p>banshee's cursed creatipn persists in undeath. These<\/p><p>creatures covet beautiful objects: fine je~elry, paintings,<\/p><p>statues, and other objects of art. At the same time, a<\/p><p>banshee abhors any mirrored surface, for it can't bear to<\/p><p>see the horror_ of its own existence. A single glimpse of \\<\/p><p>itself is enough to send a banshee into a rage. )<\/p><p>&nbsp;<\/p><p><strong>Undead Nature<\/strong>. A banshee doesn't require air, food,<\/p><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":"<h2>Beholder<\/h2><p>Large aberration, lawful evil<\/p><p><strong>Armor Class<\/strong> 18 (natural armor)<\/p><p><strong>Hit Points<\/strong> 180 (19d10 + 76)<\/p><p><strong>Speed<\/strong> 0 ft., fly 20ft. (hover)<\/p><table style=\"height: 75px;\" width=\"299\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td><p>10 (+0)<\/p><\/td><td>14(+2)<\/td><td>18(+4)<\/td><td>17(+3)<\/td><td>15(+2)<\/td><td>17(+3)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> lnt +8, Wis +7, Cha +8<\/p><p><strong>Skills<\/strong> Perception +12<\/p><p><strong>Condition Immunities<\/strong> prone<\/p><p><strong>Senses<\/strong> darkvision 120 ft., passive Perception 22<\/p><p><strong>Languages<\/strong> Deep Speech, Undercommon<\/p><p>Challenge 13 (10,000 XP)<\/p><p><strong>Antimagic Cone<\/strong>. The beholder's central eye creates an area of<\/p><p>antimagic, as in the anti magic field spell, in a 150-foot cone. At<\/p><p>the start of each of its turns, the beholder decides which way<\/p><p>the cone faces and whether the cone is active. The area works<\/p><p>against the beholder's own eye rays.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 14 (4d6) piercing damage .<\/p><p><strong>Eye Rays<\/strong>. The beholder shoots three of the following magical<\/p><p>eye rays at random (reroll duplicates), choosing one to three<\/p><p>targets it can see within 120 feet of it:<\/p><p><strong>1. Charm Ray<\/strong>. The targeted creature must succeed on a DC<\/p><p>16 Wisdom saving throw or be charmed by the beholder for 1<\/p><p>hour, or until the beholder harms the creature.<\/p><p><strong>2. Paralyzing Ray<\/strong>. The targeted creature mu st succeed on a<\/p><p>DC 16 Constitution saving throw or be paralyzed for 1 minute.<\/p><p>The target can repeat the saving throw at the end of each of its<\/p><p>turns, ending the effect on itself on a success.<\/p><p><strong>3. Fear Ray<\/strong>. The targeted creature must succeed on a DC 16<\/p><p>Wisdom saving throw or be frightened for 1 minute. The target<\/p><p>can repeat the saving throw at the end of each of its turns,<\/p><p>ending the effect on itself on a success.<\/p><p><strong>4. Slowing Ray<\/strong>. The targeted creature must succeed on a<\/p><p>DC 16 Dexterity saving throw. On a failed save, the target's<\/p><p>speed is halved for 1 minute . In addition, the creature can't<\/p><p>take reactions, and it can take either an action or a bonus<\/p><p>action on its turn, not bofh. The creature can repeat the saving<\/p><p>throw at the end of each of its turns, ending the effect 0n itself<\/p><p>on a success.<\/p><p><strong>5. Enervation Ray<\/strong>. The targeted creature mu st make a DC 16<\/p><p>Constitution saving throw, taking 36 (8d8) necrotic damage on<\/p><p>a failed save, or half as much damage on a successful one.<\/p><p><strong>6. Telekinetic Ray<\/strong>. If the target is a creature, it must succeed<\/p><p>on a DC 16 Strength saving throw or the beholder moves<\/p><p>it up to 30 feet in any direction. It is restrained by the ray's<\/p><p>telekinetic grip until the start of the beholder's next turn or<\/p><p>until th e beholder is incapacitated .<\/p><p>If the target is an object weighing 300 pounds or less that<\/p><p>isn't being worn or carried, it is moved up to 30 feet in any<\/p><p>direction . The beholder can also exert fine control on objects<\/p><p>with this ray, such as manipulating a simple tool or opening a<\/p><p>door or a container.<\/p><p><strong>7. Sleep Ray<\/strong>. The targeted creature must succeed on a DC 16<\/p><p>Wisdom saving throw or fall asleep and remain unconscious<\/p><p>for 1 minute . The target awakens if it takes damage or another<\/p><p>creature takes an action to wake it. This ray has no effect on<\/p><p>constructs and undead.<\/p><p><strong>8. Petrification Ray<\/strong>. The targeted creature must make a DC<\/p><p>16 Dexterity saving throw. On a failed save, the creature begins<\/p><p>to turn to stone and is restrained. It mu st repeat the saving<\/p><p>throw at the end of its next turn. On a success, the effect ends.<\/p><p>On a failure , the creature is petrified until freed by the greater<\/p><p>rest.oration spell or other magic.<\/p><p><strong>9. Disintegration Ray<\/strong>. If the target is a creature, it must<\/p><p>succeed on a DC 16 Dexterity saving throw or take 45 (10d8)<\/p><p>force damage. If this damage reduces the creature to 0 hit<\/p><p>points, its body becomes a pile of fine gray dust.<\/p><p>If the target is a Large or smaller non magical object or<\/p><p>creation of magical force, it is disintegrated without a saving<\/p><p>throw. If th e target is a Huge or larger object or creation of<\/p><p>magical force, this ray disintegrates a 10-foot cube of it.<\/p><p><strong>10. Death Ray<\/strong>. The targeted creature must succeed on a DC<\/p><p>16 Dexterity saving throw or take 55 (10d10) necrotic damage.<\/p><p>The target dies if the ray reduces it to 0 hit points.<\/p><p><strong>LEGENDARY ACTIONS<\/strong><\/p><p>The beholder can take 3 legendary actions, using the Eye Ray<\/p><p>option below. It can take only one legendary action at a time<\/p><p>and only at the end of another creature's turn . The beholder<\/p><p>regains spent legendary actions at the start of its turn.<\/p><p><strong>Eye Ray<\/strong>. The beholder uses one random eye ray.<\/p><p>&nbsp;<\/p><p>&nbsp;<\/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":"<h2>Death Tyrant<\/h2><p>Large undead, lawful evil<\/p><p><strong>Armor Class<\/strong> 19 (natural armor)<\/p><p><strong>Hit Points<\/strong> 187 (25d10 +50)<\/p><p><strong>Speed<\/strong> 0 ft., fly 20ft. (hover)<\/p><table style=\"height: 40px;\" width=\"356\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>10 (+0)<\/td><td>14 (+2)<\/td><td>14 (+2)<\/td><td>19 (+4)<\/td><td>15 (+2)<\/td><td>19 (+4)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Str +5, Con +7, lnt +9, Wis +7, Cha +9<\/p><p><strong>Skills<\/strong> Perception +12<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> charmed, exhaustion, paralyzed,<\/p><p>petrified, poisoned, prone<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 22<\/p><p><strong>Languages<\/strong> Deep Speech, Undercommon<\/p><p><strong>Challenge<\/strong> 14 (11 ,500 XP)<\/p><p><strong>Negative Energy Cone<\/strong>. The death tyrant's central eye emits an<\/p><p>invisible, magical150-foot cone of negative energy. At the start<\/p><p>of each of its turns, the tyrant decides which way the cone faces<\/p><p>and whether the cone is active.<\/p><p>Any creature in that area can't regain hit points. Any<\/p><p>humanoid that dies there becomes a zombie under the tyrant's<\/p><p>command. The dead humanoid retains its place in the initiative<\/p><p>order and animates at the start of its next turn, provided that<\/p><p>its body hasn't been completely destroyed.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p><strong>Hit<\/strong>: 14 (4d6) piercing damage.<\/p><p><strong>Eye Rays<\/strong>. The death tyrant shoots three of the following<\/p><p>magical eye rays at random (reroll duplicates), choosing one to<\/p><p>three targets it can see within 120 feet of it:<\/p><p><strong>1. Charm Ray<\/strong>. The targeted creature must succeed on a DC<\/p><p>17 Wisdom saving th row or be charmed by the tyrant for 1<\/p><p>hour, or until the beholder harms the creature.<\/p><p><strong>2. Paralyzing Ray<\/strong>. The targeted creature must succeed on a<\/p><p>DC 17 Constitution saving throw or be paralyzed for 1 minute.<\/p><p>The target can repeat the saving throw at the end of each of its<\/p><p>turns, ending the effect on itself on a success.<\/p><p><strong>3. Fear Ray<\/strong>. The targeted creature must succeed on a DC 17<\/p><p>Wisdom saving throw or be frightened for 1 minute. The target<\/p><p>can repeat the saving throw at the end of each of its turns,<\/p><p>ending the effect on itself on a success.<\/p><p><strong>4. Slowing Ray<\/strong>. The targeted creature must succeed on a<\/p><p>speed is halved for 1 minute. In addition, the creature can't<\/p><p>take reactions, and it can take either an action or a bonus<\/p><p>action on its turn, not both. The creature can repeat the saving<\/p><p>throw at the end of each of its turns, ending the effect on itself<\/p><p>on a success.<\/p><p><strong>5. Enervation Ray<\/strong>. The targeted creature must make a DC 17<\/p><p>Constitution saving throw, taking 36 (8d8) necrotic damage on<\/p><p>a failed save, or half as much damage on a successful one.<\/p><p><strong>6. Telekinetic Ray<\/strong>. If the target is a creature, it must succeed<\/p><p>on a DC 17 Strength saving throw or the tyrant moves it up to<\/p><p>30 feet in any direction. The target is restrained by the ray's<\/p><p>telekinetic grip until the start of the tyrant's next turn or until<\/p><p>the tyrant is incapacitated.<\/p><p>If the target is an object weighing 300 pounds or less that<\/p><p>isn't being worn or carried, it is moved up to 30 feet in any<\/p><p>direction. The tyrant can also exert fine control on objects with<\/p><p>this ray, such as manipulating a simple tool or opening a door<\/p><p>or a container.<\/p><p><strong>7. Sleep Ray<\/strong>. The targeted creature must succeed on a DC 17<\/p><p>Wisdom saving throw or fall asleep and remain unconscious<\/p><p>for 1 minute. The target awakens if it takes damage or another<\/p><p>creature takes an action to wake it. Th is ray has no effect on<\/p><p>constructs and undead.<\/p><p><strong>8. Petrification Ray<\/strong>. The targeted creature must make a DC<\/p><p>17 Dexterity saving throw. On a failed save, the creature begins<\/p><p>to turn to stone and is restrained. It must repeat the saving<\/p><p>throw at the end of its next turn. On a success, the effect ends.<\/p><p>On a fa ilure, the creature is petrified until freed by the greater<\/p><p>restoration spell or other magic.<\/p><p><strong>9. Disintegration Ray<\/strong>. If the target is a creature, it must<\/p><p>succeed on a DC 17 Dexterity saving throw or take 45 (l0d8)<\/p><p>force damage. If this damage reduces the creature to 0 hit<\/p><p>points, its body becomes a pile of fine gray dust.<\/p><p>If the target is a Large or smaller non magical object or<\/p><p>creation of magical force, it is disintegrated without a saving<\/p><p>throw. If the target is a Huge or larger object or creation of<\/p><p>magical force, this ray disintegrates a 10&middot;foot cube of it.<\/p><p><strong>10. Death Ray<\/strong>. The targeted creatu re must succeed on a DC<\/p><p>17 Dexterity saving throw or take 55 (10d10) necrotic damage.<\/p><p>The target dies if the ray reduces it to 0 hit points.<\/p><p><strong>LEGENDARY ACTIONS<\/strong><\/p><p>The death tyrant can take 3 legendary actions, using the Eye<\/p><p>Ray option below. It can take only one legendary action at a<\/p><p>time and only at the end of another creature's turn. The tyrant<\/p><p>regains spent legendary actions at the start of its turn.<\/p><p><strong>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":"<h2>spectator<\/h2><p>Medium aberration, lawful neutral<\/p><p><strong>Armor Class<\/strong> 14 (natural armor)<\/p><p><strong>Hit Points<\/strong> 39 (6d8 + 12)<\/p><p><strong>Speed<\/strong> 0 ft., fly 30ft. (hover)<\/p><table style=\"height: 40px;\" width=\"513\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>8 (- 1)<\/td><td>14 (+2)<\/td><td>14 (+2)<\/td><td>13 (+1)<\/td><td>14 (+1)<\/td><td>11 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +6<\/p><p><strong>Condition Immunities<\/strong> prone<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 16<\/p><p><strong>Languages<\/strong> Deep Speech, Undercommon, telepathy 120 ft.<\/p><p><strong>Challenge<\/strong> 3 (700 XP)<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.<\/p><p><strong>Hit<\/strong>: 2 (1d6- 1) piercing damage.<\/p><p><strong>Eye Rays<\/strong>. The spectator shoots up to two of the following<\/p><p>magical eye rays at one or two creatures it can see within 90<\/p><p>feet of it. It can use each ray only once on a turn.<\/p><p><strong>1. Confusion Ray<\/strong>. The target must succeed on a DC 13<\/p><p>Wisdom saving throw, or it can't take reactions until the end<\/p><p>of its next turn. On its turn, the target can't move, and it uses<\/p><p>determined creature within ran ge. If the target can't attack, it<\/p><p>does nothing on its turn.<\/p><p><strong>2. Paralyzing Ray<\/strong>. The target must succeed on a DC 13<\/p><p>Constitution saving throw or be paralyzed for 1 minute. The<\/p><p>target can repeat the saving throw at the end of each of its<\/p><p>turns, ending the effect on itself on a success.<\/p><p><strong>3. Fear Ray<\/strong>. The target must succeed on a DC 13 Wisdom<\/p><p>saving throw or be frightened for 1 minute. The target can<\/p><p>repeat the saving throw at the end of each of its turns, with<\/p><p>disadvantage if the spectator is visible to the target, ending the<\/p><p>effect on itself on a success.<\/p><p><strong>4. Wounding Ray<\/strong>. The target must make a DC 13 Constitution<\/p><p>saving throw, taking 16 (3d10) necrotic damage on a failed<\/p><p>save, or half as much damage on a successful one.<\/p><p>Create Food and Water. The spectator magically creates<\/p><p>enough food and water to sustain itself for 24 hours.<\/p><p><strong>REACTIONS<\/strong><\/p><p><strong>Spell Reflection<\/strong>. If the spectator makes a successful saving<\/p><p>throw against a spell, or a spell attack misses it, the spectator<\/p><p>can choose another creature (including the spellcaster) it can<\/p><p>see within 30 feet of it. The spell targets the chosen creature<\/p><p>instead of the spectator. If the spell forced a saving throw, the<\/p><p>chosen creature makes its own save. If the spell was an attack,<\/p><p>the attack roll is rerolled against the chosen creature.<\/p><p>&nbsp;<\/p><p><strong>A spectator<\/strong> is a lesser beholder that is summoned<\/p><p>from another plane of existence by a magical ritual, the<\/p><p>components of which include four beholder eyestalks<\/p><p>that are consumed by the ritual's magic. Appropriately,<\/p><p>a spectator has four eyes talks, two on each side of the<\/p><p>wide eye at the center of its four-foot diameter body.<\/p><p>&nbsp;<\/p><p><strong>Magical Guardians<\/strong>. A summoned spectator guards<\/p><p>a location or a treasure of its summoner's choice<\/p><p>for 101 years, allowing no creature but its<\/p><p>summoner to enter the area or access the item,<\/p><p>unless the summoner instructed otherwise. If<\/p><p>the item is stolen or destroyed before the years<\/p><p>have all passed, a summoned spectator vanishes.<\/p><p>It otherwise never abandons its post.<\/p><p>&nbsp;<\/p><p><strong>Glimmers of Madness<\/strong>. Though it can speak, a<\/p><p>spectator communicates primarily by way of telepathy. It<\/p><p>is civil while on guard, openly discussing its orders and<\/p><p>its summoner. However, even a brief conversation with<\/p><p>a spectator is enough to reveal quirks in its personality<\/p><p>brought on by its years of isolation. It might invent<\/p><p>imaginary enemies, refer to itself in the third person, or<\/p><p>try to adopt the voice of its summoner.<\/p><p>&nbsp;<\/p><p><strong>Like any beholder<\/strong>, a spectator views itself as the<\/p><p>epitome of its kind, and it has an intense hatred of other<\/p><p>spectators. If two spectators encounter one another,<\/p><p>they almost always fight to the death.<\/p><p>&nbsp;<\/p><p><strong>Freed from Service<\/strong>. When a spectator has fulfilled<\/p><p>its service, it is free to do as it pleases. Many take<\/p><p>up residence in the places they previously guarded,<\/p><p>especially if their summoners have died. With the<\/p><p>spectator's loss of purpose, the flickers of madness it<\/p><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":"<h2>twig blight<\/h2><p>Small plant, neutral evil<\/p><p><strong>Armor Class<\/strong> 13 (natural armor)<\/p><p><strong>Hit Points<\/strong> 4 (ld6 + 1)<\/p><p><strong>Speed<\/strong> 20ft.<\/p><table style=\"height: 53px;\" width=\"270\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>6 (-2)<\/td><td>13 (+1)<\/td><td>12 (+1)<\/td><td>4 (-3)<\/td><td>8 (-1)<\/td><td>3 (- 4)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Stealth +3<\/p><p><strong>Damage Vulnerabilities<\/strong> fire<\/p><p><strong>Condition Immunities<\/strong> blinded, deafened<\/p><p><strong>Senses<\/strong> blindsight 60ft. (blind beyond this radius),<\/p><p>passive Perception 9<\/p><p><strong>Languages<\/strong> understands Common but can't speak<\/p><p><strong>Challenge<\/strong> 1f8 (25 XP)<\/p><p><strong>False Appearance<\/strong>. While the blight remains motionl ess, it is<\/p><p>indistinguishable from a dead shrub.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Claws<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.<\/p><p>Hit: 3 (1d4 + 1) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>Twig blights<\/strong> can root in soil, which they do when living<\/p><p>prey are scarce. While rooted, they resemble woody<\/p><p>shrubs. When it pulls its roots free of the ground to<\/p><p>move, a twig blight's branches twist together to form a<\/p><p>humanoid-looking body with a head and limbs.<\/p><p>&nbsp;<\/p><p><strong>Twig blights seek<\/strong> out campsites and watering holes,<\/p><p>rooting there to set up ambushes for potential victims<\/p><p>coming to drink or rest. Huddled together in groups,<\/p><p>twig blights blend in with an area's natural vegetation or<\/p><p>with piles of debris or firewood.<\/p><p>Given how dry they are, twig blights are particularly<\/p><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":"<div><h2>Needle Blight<\/h2><p>Medium plant, neutral evil<\/p><p><strong>Armor Class<\/strong> 12 (natural armor)<\/p><p><strong>Hit Points<\/strong> 11 (2d8 + 2)<\/p><p><strong>Speed<\/strong> 30 ft.<\/p><table style=\"height: 40px;\" width=\"366\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>12 (+1)<\/td><td>12 (+1)<\/td><td>13 (+1)<\/td><td>4 (-3)<\/td><td>8 (-1)<\/td><td>3 (-4)<\/td><\/tr><\/tbody><\/table><p><strong>Condition Immunities<\/strong> blinded, deafened<\/p><p><strong>Senses<\/strong> blindsight 60ft. (blind beyond this radius),<\/p><p>passive Perception 9<\/p><p><strong>Languages<\/strong> understands Common but can't speak<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Claws<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.<\/p><p>Hit: 6 (2d4 + 1) piercing damage.<\/p><p><strong>Needles<\/strong>. Ranged Weapon Attack: +3 to hit, range 30\/60 ft., one<\/p><p>target. Hit: 8 (2d6 + 1) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>In the shadows of a forest<\/strong>, needle blights might<\/p><p>be taken at a distance for shuffling, hunched<\/p><p>humanoids. Up close, these creatures reveal<\/p><p>themselves as horrid plants whose conifer-like<\/p><p>needles grow across their bodies in quivering<\/p><p>clumps. A needle blight lashes out with these<\/p><p>needles or launches them as an aerial assault that<\/p><p>can punch through armor and flesh.<\/p><p>&nbsp;<\/p><p><strong>When needle blights detect a threat<\/strong>, they loose a<\/p><p>pollen that the wind carries to other needle blights<\/p><p>throughout the forest. Alerted to their foes' location,<\/p><p>needle blights converge from all sides to drench their<\/p><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":"<h2>vine blight<\/h2><p>Medium plant, neutral evil<\/p><p><strong>Armor Class<\/strong> 12 (natural armor)<\/p><p><strong>Hit Points<\/strong> 26 (4d8 + 8)<\/p><p><strong>Speed<\/strong> 10ft.<\/p><table style=\"height: 40px;\" width=\"397\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>15 (+2)<\/td><td>8 (-1)<\/td><td>14 (+2)<\/td><td>5 (-3)<\/td><td>10 (+0)<\/td><td>3 (-4)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Stealth + 1<\/p><p><strong>Condition Immunities<\/strong> blinded, deafened<\/p><p><strong>Senses<\/strong> blindsight 60ft. (blind beyond this radius),<\/p><p>passive Perception 10<\/p><p><strong>Languages<\/strong> Common<\/p><p><strong>Challenge<\/strong> 1\/2 (100 XP)<\/p><p><strong>False Appearance<\/strong>. While the blight remains motionless, it is<\/p><p>indistingu is hable from a tangle of vines.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Constrict<\/strong>. Melee Weapon Attack: +4 to hit, reach 10ft., one<\/p><p>target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or<\/p><p>smaller target is grappled (esca pe DC 12). Until this grapple<\/p><p>ends, the target is restrained, and the blight can't constrict<\/p><p>another target.<\/p><p>E<strong>ntangling Plants<\/strong> (Recharge 5-6). Grasping roots and vines<\/p><p>sprout in a 15-foot radius centered on the blight, withering<\/p><p>away after 1 minute. For the duration, that area is difficult<\/p><p>terrain for non plant creatures. In addition, each creature<\/p><p>of the blight's choice in that area when th e plants appear<\/p><p>mu st succeed on a DC 12 Strength saving throw or become<\/p><p>restrained . A creature can use its action to make a DC 12<\/p><p>Strength check, freeing itself or another entangl ed creature<\/p><p>within reach on a success.<\/p><p>&nbsp;<\/p><p><strong>Appearing as masses of slithering creepers<\/strong>, vine blights<\/p><p>hide in undergrowth and wait for prey to draw near. By<\/p><p>animating the plants a round them, vine blights entangle<\/p><p>and hinder their fo es before attacking.<\/p><p>&nbsp;<\/p><p><strong>Vine blights are the only blights capable of speech<\/strong>.<\/p><p>Through its connection to the evil spirit of the Gulthias<\/p><p>tree it serves, a vine blight speaks in a fractured version<\/p><p>of its dead master's voice, taunting victims or bargaining<\/p><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":"<div><h2>Bugbear Chief<\/h2><p>Medium humanoid (goblinoid), chaotic evil<\/p><p><strong>Armor Class<\/strong> 17 (chain shirt, shield)<\/p><p><strong>Hit Points<\/strong> 65 (10d8 + 20)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"302\"><tbody><tr><td>STR<\/td><td>DEX<\/td><td>CON<\/td><td>INT<\/td><td>WIS<\/td><td>CHA<\/td><\/tr><tr><td>17 (+3)<\/td><td>14 (+2)<\/td><td>14 (+2)<\/td><td>11 (+0)<\/td><td>12 (+1)<\/td><td>11 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Intimidation +2, Stealth +6, Survival +3<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception ll<\/p><p><strong>Languages<\/strong> Common, Goblin<\/p><p><strong>Challenge<\/strong> 3 (700 XP)<\/p><p><strong>Brute<\/strong>. A melee weapon deals one extra die of its damage when the<\/p><p>bugbear hits with it (included in the attack).<\/p><p>Heart ofHruggek. The bugbear has advantage on saving<\/p><p>throws against being charmed, frightened , paralyzed,<\/p><p>poisoned, stunned, or put to sleep.<\/p><p><strong>Surprise Attack<\/strong>. If the bugbear surprises a creature and hits it<\/p><p>with an attack during the first round of combat, the target takes<\/p><p>an extra 7 (2d6) damage from the attack.<\/p><p>ACTIONS<\/p><p><strong>Multiattack<\/strong>. The bugbear makes two melee attacks.<\/p><p><strong>Morningstar<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p><p>target. Hit: 12 (2d8 + 3) piercing damage.<\/p><p><strong>javelin<\/strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or<\/p><p>range 30\/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage<\/p><p>in melee or 6 (1d6 + 3) piercing damage at range.<\/p><p>&nbsp;<\/p><p>B<strong>ugbears are born for battle and mayhem<\/strong>. Surviving<\/p><p>by raiding and hunting, they bully the weak and despise<\/p><p>being bossed around, but their love of carnage means<\/p><p>they will fight for powerful masters if bloodshed and<\/p><p>treasure a re assured.<\/p><p>&nbsp;<\/p><p><strong>Goblinoids<\/strong>. Bugbears are often found in the company<\/p><p>of their cousins, hobgoblins and goblins. Bugbears<\/p><p>us ually enslave goblins they encounter, and they bully<\/p><p>hobgoblins into giving them gold and food in return<\/p><p>for serving as scouts and shock troops. Even when<\/p><p>paid, bugbea rs are at best unreliable a lies, yet goblins<\/p><p>and hobgoblins understand that no matter how much<\/p><p>bugbears might dra in a tribe of resources, these<\/p><p>creatures a re a potent force.<\/p><p>&nbsp;<\/p><p><strong>Followers of Hruggek<\/strong>. Bugbears worship Hruggek,<\/p><p>a lesser god who dwells on the plane of Acheron. In the<\/p><p>absence of their goblinoid kin, bugbears form loose war<\/p><p>bands, each one led by its fiercest member. Bugbears<\/p><p>believe that when they die, their spirits have a chance<\/p><p>to fight at Hruggek's side. They try to prove themselves<\/p><p>worthy by defeating as many foes as possible.<\/p><p>&nbsp;<\/p><p><strong>Venal Ambushers<\/strong>. Despite their intimidating builds,<\/p><p>bugbears move with surprising stealth. They are fond of<\/p><p>setting ambushes and flee when outmatched. They are<\/p><p>dependable mercenaries as long as they are supplied<\/p><p>food, drink, and treasure, but a bugbear forgets any<\/p><p>bond when its life is on the line. A wounded member of<\/p><p>a bugbear band might be left behind to help the rest of<\/p><p>the band escape. Afterward, that bugbear might help<\/p><p>pursuers track down its former companions if doing so<\/p><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":"<div><h2>Bullywug<\/h2><p>Medium humanoid (bullywug), neutral evil<\/p><p><strong>Armor Class<\/strong> 15 (hide armor, shield)<\/p><p><strong>Hit Points<\/strong> 11 (2d8 + 2)<\/p><p><strong>Speed<\/strong> 20ft., swim 40ft.<\/p><table style=\"height: 53px;\" width=\"292\"><tbody><tr><td>STR<\/td><td>DEX<\/td><td>CON<\/td><td>INT<\/td><td>WIS<\/td><td>CHA<\/td><\/tr><tr><td>12 (+1)<\/td><td>12 (+1)<\/td><td>13 (+1)<\/td><td>7 (-2)<\/td><td>10 (+0)<\/td><td>7 (- 2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Stealth +3<\/p><p><strong>Senses<\/strong> passive Perception 10<\/p><p><strong>Languages<\/strong> Bullywug<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Amphibious<\/strong>. The bullywug can breathe air and water.<\/p><p>Speak with Frogs and Toads. The bullywug can communicate<\/p><p>simple concepts to frogs and toads when it speaks in Bu llywug.<\/p><p>Swamp Camouflage. The bullywug has advantage on Dexterity<\/p><p>(Stealth) checks made to hide in swampy terrain.<\/p><p>Standing Leap. The bullywug's long jump is up to 20 feet and<\/p><p>its high jump is up to 10 feet, with or without a running start.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The bullywug makes two melee attacks: one with<\/p><p>its bite and one with its spear.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p><p>Hit: 3 (1d4 + 1) bludgeoning damage.<\/p><p><strong>Spear<\/strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or<\/p><p>range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or<\/p><p>5 (1d8 + 1) piercing damage if used with two hands to make a<\/p><p>melee attack.<\/p><p>&nbsp;<\/p><p><strong>Life as a bullywug<\/strong> is nasty, brutish, and wet. These frog-<br \/>headed amphibious humanoids must stay constantly<\/p><p>moist, dwelling in rainy forests, marshes, and damp<\/p><p>caves. Always hungry and thoroughly evil, bullywugs<\/p><p>overwhelm opponents with superior numbers when<\/p><p>they can, but they flee from serious threats to search for<\/p><p>easier prey.<\/p><p>&nbsp;<\/p><p><strong>Bullywugs<\/strong> have green, gray, or mottled yellow skin<\/p><p>that shifts through shades of gray, green, and brown,<\/p><p>allowing them to blend in with their surroundings. They<\/p><p>wear crude armor and wield simple weapons, and can<\/p><p>deliver a powerful bite to foes that press too close.<\/p><p>Foul Aristocracy. Bullywugs consider themselves<\/p><p>the right and proper rulers of the swamps. They follow<\/p><p>an etiquette of sorts when dealing with outsiders and<\/p><p>each other, subject to the whims and fancies of their<\/p><p>leader- a self-styled lord of the muck. Bullywugs introduce<\/p><p>themselves with grand-sounding titles, make great shows<\/p><p>of bowing and debasing themselves before their superiors,<\/p><p>and endlessly vie to win their superiors' favor.<\/p><p>&nbsp;<\/p><p><strong>A bullywug has two ways to advance<\/strong> among its kind.<\/p><p>It can either murder its rivals, though it must take<\/p><p>pains to keep its criminal deeds secret, or it can find<\/p><p>a treasure or magic item and present it as tribute or a<\/p><p>token of obeisance to its liege. A bullywug that murders<\/p><p>its rivals without cunning is likely to be executed, so<\/p><p>it's more common for bullywugs to stage raids against<\/p><p>caravans and settlements, with the goal of securing<\/p><p>precious baubles to impress their lords and win their<\/p><p>good graces. Invariably, such fine goods.are reduced<\/p><p>to filthy tatters throug.h abuse and neglect. Once a gift<\/p><p>loses its sheen, a bullywug lord invariably demands that<\/p><p>its subjects bring it more treasure as tribute.<\/p><p>&nbsp;<\/p><p><strong>Unruly Diplomacy<\/strong>. Bullywugs love nothing more than<\/p><p>lording over those who trespass on their territories.<\/p><p>Their warriors attempt to capture intruders rather than<\/p><p>simply slaying them.<\/p><p>&nbsp;<\/p><p><strong>Captives<\/strong> are dragged before the king or queen-a<\/p><p>bullywug of unusually large size- and forced to beg<\/p><p>for mercy. Bribes, treasure, and flattery can trick the<\/p><p>bullywug ruler into letting its captives go, but not before<\/p><p>it tries to impress its \"guests\" with the majesty of its<\/p><p>treasure and its realm. Struck with a deep inferiority<\/p><p>complex, bullywug lords fancy themselves as kings<\/p><p>and queens, but desperately crave the fear and respect<\/p><p>of outsiders.<\/p><p>&nbsp;<\/p><p><strong>Amphibian Allies<\/strong>. Bullywugs speak a language<\/p><p>that allows them to communicate over large areas by<\/p><p>croaking like frogs. News of intruders or other events<\/p><p>in the swamp spread within minutes across this crude<\/p><p>communication system.<\/p><p>&nbsp;<\/p><p><strong>Simple concepts in the language<\/strong> are understandable<\/p><p>to frogs and toads. Bullywugs use this capability to<\/p><p>form strong bonds with giant frogs, which they train<\/p><p>as guardians and hunters. Larger specimens are<\/p><p>sometimes used as mounts as well. The frogs' ability<\/p><p>to swallow creatures whole provides a bullywug<\/p><p>hunting band an easy means of carrying prey back to<\/p><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":"<div><h2>Cambion<\/h2><p>Medium feind, any evil alignment&nbsp;<\/p><p><strong>Armor Class<\/strong> 19 (scale mail)<\/p><p><strong>Hit Points<\/strong> 82 (lld8 + 33)<\/p><p><strong>Speed<\/strong> 30ft., fly 60ft.<\/p><table style=\"height: 40px;\" width=\"334\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>18 (+4)<\/td><td>16 (+3)<\/td><td>14 (+2)<\/td><td>12 (+1)<\/td><td>16 (+3)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Str +7, Con +6, lnt +5 , Cha +6<\/p><p><strong>Skills<\/strong> Deception +6, Intimidation +6, Perception +4, Stealth +7<\/p><p><strong>Damage Resistances<\/strong> cold, fire, lightning, poison; bludgeoning,<\/p><p>piercing, and slashing from non magical weapons<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 14<\/p><p><strong>Languages<\/strong> Abyssal, Common, Infernal<\/p><p><strong>Challenge<\/strong> 5 (1 ,800 XP)<\/p><p><strong>Fiendish Blessing<\/strong>. The AC of the cambion includes its<\/p><p>Charisma bonus.<\/p><p><strong>Innate Spellcasting<\/strong>. The cambion's spellcasting ability is<\/p><p>Charisma (spell save DC 14). The cambion can innately cast the<\/p><p>following spells, requiring no material components:<\/p><p><strong>3\/day each<\/strong>: alter self, command, detect magic<\/p><p><strong>1\/day<\/strong>: plane shift (self only)<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The cambion makes two melee attacks or uses its<\/p><p>Fire Ray twice.<\/p><p><strong>Spear<\/strong>. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or<\/p><p>range 20\/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or<\/p><p>8 (1 d8 + 4) piercing damage if used with two hands to make a<\/p><p>melee attack, plus 3 (1 d6) fire damage.<\/p><p><strong>Fire Ray<\/strong>. Ranged Spell Attack: +7 to hit, range 120ft., one<\/p><p>target. Hit: 10 (3d6) fire damage.<\/p><p><strong>Fiendish Charm<\/strong>. One humanoid the cambion can see within<\/p><p>30 feet of it must succeed on a DC 14 Wisdom saving throw or<\/p><p>be magically charmed for 1 day. The charmed target obeys the<\/p><p>cambion's spoken commands. If the target suffers any harm<\/p><p>from the cambion or another creature or receives a suicidal<\/p><p>command from the cambion, the target can repeat the saving<\/p><p>throw, ending the effect on itself on a success. If a target's<\/p><p>saving throw is successful, or if the effect ends for it, the<\/p><p>creature is immune to the cambion's Fiendish Charm for the<\/p><p>next 24 hours.<\/p><p>&nbsp;<\/p><p><strong>A cambion is the offspring<\/strong> of a fiend (usually a succubus<\/p><p>or incubus) and a humanoid (usually a human).<\/p><p>Cambions inherit aspects of both parents, but their<\/p><p>horns, leathery wings, and sinewy tails are hallmarks of<\/p><p>their otherworldly parentage.<\/p><p>&nbsp;<\/p><p><strong>Born to Be Bad<\/strong>. Cambions grow into ruthless adults<\/p><p>whose wickedness and perversion horrifies even the<\/p><p>most devoted mortal parent. Even as a youth, a cambion<\/p><p>identifies its rightful place as an overlord of mortals. It<\/p><p>might orchestrate uprisings in towns and cities, gathering<\/p><p>gangs of humanoids and lesser devils to serve it.<\/p><p>&nbsp;<\/p><p><strong>Pawns of the Mighty<\/strong>. A cambion forced to serve its<\/p><p>fiendish parent does so out of admiration and dread, but<\/p><p>also with the expectation that it will one day rise to a<\/p><p>place of prominence. Cambions raised in the Nine Hells<\/p><p>serve as soldiers, envoys, and personal attendants to<\/p><p>greater devils. In the Abyss, a cambion carries only as<\/p><p>much authority as it can muster through sheer strength<\/p><p>and force of will.<\/p><p>&nbsp;<\/p><p><strong>Spawn ofGraz'zt<\/strong>. The demon lord Graz'zt is fond of<\/p><p>procreating with humanoids who have made pacts with<\/p><p>fiends, and he has sired many cambions who help him<\/p><p>sow chaos across the multiverse. These cambions are<\/p><p>characterized by charcoal-black skin, cloven hooves, six-<br \/>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":"<h2>Carrion Crawler<\/h2><p>Large monstosity, unaligned&nbsp;<\/p><p><strong>Armor Class<\/strong> 13 {natural armor)<\/p><p><strong>Hit Points <\/strong>51 (6d10 + 18)<\/p><p><strong>Speed<\/strong> 30ft., climb 30ft.<\/p><table style=\"height: 40px;\" width=\"358\"><tbody><tr><td>STR<\/td><td>DEX<\/td><td>CON<\/td><td>INT<\/td><td>WIS<\/td><td>CHA<\/td><\/tr><tr><td>14 (+2)<\/td><td>13 (+1)<\/td><td>16 (+3)<\/td><td>1 (- 5)<\/td><td>12 (+1)<\/td><td>5 (- 3)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 13<\/p><p><strong>Languages<\/strong> -&nbsp;<\/p><p><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Keen Smell<\/strong>. The carrion crawler has advantage on Wisdom<\/p><p>(Perception) checks that rely on smell.<\/p><p>Spider Climb. The carrion crawle r can climb difficult surfaces,<\/p><p>including upside down on ceilings, without needing to make an<\/p><p>ability check.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The carrion crawler makes two attacks: one with<\/p><p>its tentacles and one with its bite.<\/p><p><strong>Tentacles<\/strong>. Melee Weapon Attack: +8 to hit, reach 10ft., one<\/p><p>creature. Hit: 4 (1 d4 + 2) poison damage, and the target must<\/p><p>succeed on a DC 13 Constitution saving throw or be poisoned<\/p><p>for 1 minute. Until this poison ends, the ta rget is paralyzed.<\/p><p>The target can repeat the saving throw at the end of each of its<\/p><p>turns, ending the poison on itself on a success.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 7 (2d4 + 2) pierci ng damage.<\/p><p>&nbsp;<\/p><p><strong>Carrion crawlers scour putrid flesh<\/strong> from carcasses and<\/p><p>gobble the slimy bQnes that remain. They aggressively<\/p><p>attack any creature that trespasses on their territory or<\/p><p>disturbs their feasting.<\/p><p>&nbsp;<\/p><p><strong>Carrion Eaters<\/strong>. A carrion crawler follows the<\/p><p>scent of death to its food, but it prefers not to compete<\/p><p>with other scavengers. These foul creatures thus<\/p><p>hunker down in territories where death is plentiful<\/p><p>and other carrion eaters have limited mobility. Caves,<\/p><p>sewers, dungeons, and forested marshes are their<\/p><p>favored lairs, but carrion crawlers are also drawn to<\/p><p>battlefields and cemeteries.<\/p><p>&nbsp;<\/p><p><strong>A carrion crawler roams on the hunt<\/strong>, its tentacles<\/p><p>probing the a ir for the scent of blood or decay. In tunnels<\/p><p>or ruins, carrion crawlers scurry across the ceiling as<\/p><p>they move toward food. In this way, they avoid contact<\/p><p>with oozes, otyughs, and other dangerous inhabitants<\/p><p>of the darkness, even as they surprise potential meals<\/p><p>that don't think to look up.<\/p><p>&nbsp;<\/p><p><strong>Patient Predators<\/strong>. Whether in subterranean<\/p><p>darkness or while hunting at night, light signals a<\/p><p>potential meal. A carrion crawler might follow a light<\/p><p>source from a distance for hours, hoping to pick up the<\/p><p>scent of blood. Despite their great size, carrion crawlers<\/p><p>can also easily set up ambushes by waiting around blind<\/p><p>corners for prey to come to them.<\/p><p>&nbsp;<\/p><p><strong>When facing potential prey or intruders<\/strong>, a carrion<\/p><p>crawler lets its poison do the work. Once a victim goes<\/p><p>rigiq wit~ paralysis, the carrion crawler wraps it with<\/p><p>its tentacles and drags it away to a high ledge or isolated<\/p><p>passageway, where it can be killed safely. The monster<\/p><p>then resumes patrolling its territory while waiting for its<\/p><p>meal to rip&nbsp;<\/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":"<div><h2>Crawling Claw<\/h2><p>Tiny undead, neutral evil<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 2 (ld4)<\/p><p><strong>Speed <\/strong>20 ft., climb 20ft.<\/p><table style=\"height: 53px;\" width=\"293\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>13 (+1)<\/td><td>14 (+2)<\/td><td>11 (+0)<\/td><td>5 (- 3)<\/td><td>10 (+0)<\/td><td>4 (- 3)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> charmed , exhaustion, poisoned<\/p><p><strong>Senses<\/strong> blind sight 30 ft. (blind beyond this radiu s),<\/p><p>passive Perception 10<\/p><p><strong>Languages<\/strong> understands Common but can't speak<\/p><p><strong>Challenge<\/strong> 0 (10 XP)<\/p><p><strong>Turn<\/strong> <strong>Immunity<\/strong>. The claw is immune to effects that<\/p><p>turn undead.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one<\/p><p>target. Hit: 3 (1d4 + 1) bludgeoning or slash ing damage<\/p><p>(claw's choice).<\/p><p>&nbsp;<\/p><p><strong>Crawling claws<\/strong> are the severed hands of murderers<\/p><p>animated by dark magic so that they can go on killing.<\/p><p>Wizards and warlocks of a dark bent use crawling claws<\/p><p>as extra hands in their labors.<\/p><p>&nbsp;<\/p><p><strong>Magical Origins<\/strong>. Through dark necromantic rituals,<\/p><p>the life force of a murderer is bound to its severed hand,<\/p><p>haunting and animating it. If a dead murderer's spirit<\/p><p>a lready manifests as another undead creature, if the<\/p><p>murderer is raised from death, or if the spirit has long<\/p><p>passed on to another plane, the ritual fails.<\/p><p>The ritual invoked to create a crawling claw works<\/p><p>best with a hand recently severed from a murderer. To<\/p><p>this end, ritualists and their servants frequent public<\/p><p>executions to gain possession of suitable hands, or<\/p><p>make bargains with assassins and torturers.<\/p><p>Creator's Control. A crawling claw can't be turned,<\/p><p>nor can it be controlled by spells that control undead.<\/p><p>These foul monsters are entirely bound to the will of<\/p><p>their creator, which can concentrate on a claw in sight<\/p><p>to mentally command its every action. If the crawling<\/p><p>claw's creator doesn't command it, the claw follows its<\/p><p>last command to the best of its ability.<\/p><p>&nbsp;<\/p><p><strong>Commands given to a crawling claw<\/strong> must be simple. A<\/p><p>claw can't be tasked with finding and killing a particular<\/p><p>person, because its limited senses and intelligence<\/p><p>prevent it from tracking and picking out specific<\/p><p>individuals. However, a command to kill all creatures<\/p><p>in a particular locale works. A crawling claw can easily<\/p><p>feel out the contours of keys and doorknobs, crawling<\/p><p>from room to room on a blind killing spree.<\/p><p>&nbsp;<\/p><p><strong>Malign InteiHgence<\/strong>. A crawling claw possesses little<\/p><p>of the intellect and memories of the individual of which<\/p><p>it was once a living part. The hate, jealousy, or greed<\/p><p>that drove that person to murder lingers on, however,<\/p><p>amplified by the claw's torturous fragmented state.<\/p><p>Left to its own devices, a crawling claw imitates and<\/p><p>recreates the same murderous acts it committed in life.<\/p><p>&nbsp;<\/p><p><strong>Living Claws<\/strong>. If a crawling claw is animated from<\/p><p>the severed hand of a still-living murderer, the ritual<\/p><p>binds the claw to the murderer's soul. The disembodied<\/p><p>hand can then return to its former limb, its undead flesh<\/p><p>knitting to the living arm from which it was severed.<\/p><p>Made whole again, the murderer acts as though<\/p><p>the hand had never been severed and the ritual had<\/p><p>never taken place. When the crawling claw separates<\/p><p>again, the living body falls into a coma. Destroying the<\/p><p>crawling claw while it is away from the body kills the<\/p><p>murderer. However, killing the murderer has no effect<\/p><p>on the crawling claw.<\/p><p>&nbsp;<\/p><p><strong>Undead Nature<\/strong>. A crawling claw doesn't require air,<\/p><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":"<div><h2>Cyclops<\/h2><p>Huge giant, chaotic neutral<\/p><p><strong>Armor Class<\/strong> 14 (natural armor)<\/p><p><strong>Hit Points<\/strong> 138 (12d12 + 60)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"309\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>22 (+6)<\/td><td>11 (+0)<\/td><td>20 (+5)<\/td><td>8 (- 1)<\/td><td>6 (- 2)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> passive Perception 8<\/p><p><strong>Languages<\/strong> Giant<\/p><p><strong>Challenge<\/strong> 6 (2 ,300 XP)<\/p><p><strong>Poor Depth Perception<\/strong>. The cyclops has disadvantage on any<\/p><p>attack roll against a target more than 30 feet away.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The cyclops makes two greatclub attacks.<\/p><p><strong>Greatclub<\/strong>. Melee Weapon Attack: +9 to hit, reach 10ft., one<\/p><p>target. Hit: 19 (3d8 + 6) bludgeoning damage .<\/p><p><strong>Rock<\/strong>. Ranged Weapon Attack: +9 to hit, range 30\/120 ft. , one<\/p><p>target. Hit: 28 (4d10 + 6) bludgeoning damage.<\/p><p>&nbsp;<\/p><p><strong>Cyclopes<\/strong> are one-eyed giants that eke out a meager<\/p><p>existence in wild lands. Isolationists by nature, they<\/p><p>avoid contact with other races and try to drive away<\/p><p>strangers in their territory.<\/p><p>&nbsp;<\/p><p><strong>Nonreligious<\/strong>. Legends claim that the cyclopes are<\/p><p>the spawn of one of the gods of the giants, but these<\/p><p>creatures pay little heed to any deities. They see little<\/p><p>benefit in prayer and dislike ritual, which they perceive<\/p><p>as complex and foreign. However, a cyclops that gains<\/p><p>direct benefit from some site of divine power, or which is<\/p><p>threatened by a supernatural force or creature, will pay<\/p><p>homage as long as the benefit or threat remains.<\/p><p>&nbsp;<\/p><p><strong>Unsophisticated<\/strong>. Though they are reasonably<\/p><p>intelligent, cyclopes live simple, reclusive lives, keeping<\/p><p>herds of animals for food. They prefer to dwell alone<\/p><p>or in small family groups, )airing in caves, ruins, or<\/p><p>rough structures of dry stone construction they build<\/p><p>themselves. A cyclops keeps its herd animals with it at<\/p><p>night, sealing the entrance to its home with boulders to<\/p><p>let it serve double duty as a barn.<\/p><p>&nbsp;<\/p><p><strong>A cyclops lairs<\/strong> within a day's journey of other<\/p><p>cyclopes, so that they can meet to trade goods or seek<\/p><p>mates. They craft weapons and tools of wood and stone,<\/p><p>but will use metal when they can find it. Although<\/p><p>cyclopes understand the Giant tongue, they write<\/p><p>nothing and speak little, using grunts and gestures for<\/p><p>their interactions with each other.<\/p><p>&nbsp;<\/p><p><strong>Cyclopes don't use money<\/strong> for trade, but they value<\/p><p>gold, shells, and other glittering and colorful objects as<\/p><p>jewelry. A cyclops might wear a necklace strung with<\/p><p>feathers and silver coins, but also with pewter goblets,<\/p><p>cutlery, and other bits of ruined metal.<\/p><p>&nbsp;<\/p><p><strong>Unwise<\/strong>. Cyclopes aren't great thinkers or strategists.<\/p><p>Slow to learn and bound to their traditional ways, they<\/p><p>find innovation difficult. Although they are a terrifying<\/p><p>threat in combat due to their size and strength, they can<\/p><p>often be tricked by clever foes.<\/p><p>&nbsp;<\/p><p><strong>Cyclopes can be cowed<\/strong> and awed by obvious displays<\/p><p>of magic. Rustics with little exposure to magic, they can<\/p><p>be deceived into mistaking a warlock, cleric, or other<\/p><p>caster for a powerful divine figure. However, their sense<\/p><p>of pride causes them to react with vengeful, bloodthirsty<\/p><p>violence once they learn that the individual they<\/p><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":"<div><h2>Death Knight<\/h2><p>Medium undead, chaotic evil<\/p><p><strong>Armor Class<\/strong> 20 (plate, shield)<\/p><p><strong>Hit Points<\/strong> 180 (19d8 + 95)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"308\"><tbody><tr><td>STR<\/td><td>DEX<\/td><td>CON<\/td><td>INT<\/td><td>WIS<\/td><td>CHA<\/td><\/tr><tr><td>20 (+5)<\/td><td>11 (+0)<\/td><td>20 (+5)<\/td><td>12 (+1)<\/td><td>16 (+3)<\/td><td>18 (+4)<\/td><\/tr><\/tbody><\/table><p>&nbsp;<\/p><p><strong>Saving Throws<\/strong> Dex +6, Wis +9, Cha +10<\/p><p><strong>Damage Immunities<\/strong> necrotic, poison<\/p><p><strong>Condition Immunities<\/strong> exhaustion , frightened , poisoned<\/p><p><strong>Senses<\/strong> darkvision 120ft. , passive Perception 13<\/p><p><strong>Languages<\/strong> Abyssal, Common<\/p><p><strong>Challenge<\/strong> 17 (18,000 XP)<\/p><p><strong>Magic Resistance<\/strong>. The death knight has advantage on saving<\/p><p>throws against spells and other magica l effects.<\/p><p><strong>Marshal Undead<\/strong>. Unless the death knight is in capacitated,<\/p><p>it and undead creatures of its choice within 60 feet of it have<\/p><p>advantage on saving throws against features th at turn undead.<\/p><p><strong>Spellcasting<\/strong>. The death knight is a 19th-level spell caster. Its<\/p><p>spellcasting ability is Charisma (spell save DC 18, +10 to hit<\/p><p>with spell attacks). It has the followin g paladin spells prepared:<\/p><p><strong>1st level<\/strong> (4 slots): command, compelled duel, searing smite<\/p><p><strong>2nd level<\/strong> (3 slots): hold per-son, magic weapon<\/p><p><strong>3rd level<\/strong> (3 slots): dispel magic, elemental weapon<\/p><p><strong>4th level<\/strong> (3 slots): banishment, staggering smite<\/p><p><strong>5th level<\/strong> (2 slots): destructive wave (necrotic)<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The death knight makes three longsword attacks.<\/p><p><strong>Longsword<\/strong>. Melee Weapon Attack: +11 to hit, reach 5 ft. ,<\/p><p>one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 +<\/p><p>5) slashing damage if used with two hands, plus 18 (4d8)<\/p><p>necrotic damage.<\/p><p><strong>Hellfire Orb (1\/Day)<\/strong>. The death knight hurls a magical ball<\/p><p>of fire that explodes at a point it can see within 120 feet of it.<\/p><p>Each creature in a 20-foot&middot;radius sphere centered on that point<\/p><p>must make a DC 18 Dexterity saving throw. The sphere spreads<\/p><p>around corners. A creature takes 35 (10d6) fire damage and<\/p><p>35 (10d6) necrotic damage on a failed save, or half as much<\/p><p>damage on a successful one.<\/p><p><strong>REACTIONS<\/strong><\/p><p><strong>Parry<\/strong>. The death knight add s 6 to its AC against one melee<\/p><p>attack that would hit it. To do so, the death knight must see the<\/p><p>attacker and be wield ing a melee weapon.<\/p><p>&nbsp;<\/p><p><strong>When<\/strong> a paladin that falls from grace dies without<\/p><p>seeking atonement, dark powers can transform the<\/p><p>once-mortal knight into a hateful undead creature. A<\/p><p>death knight is a skeletal warrior clad in fearsome plate<\/p><p>armor. Beneath its helmet, one can see the knight's<\/p><p>skull with malevolent pinpoints of light burning in its<\/p><p>eye sockets.<\/p><p>&nbsp;<\/p><p><strong>Eldritch Power<\/strong>. The death knight retains the ability<\/p><p>to cast divine spells. However, no death knight can<\/p><p>use its magic to heal. A death knight also attracts and<\/p><p>commands lesser undead, although death knights that<\/p><p>serve powerful fiends might have fiendish followers<\/p><p>instead. Death knights often use warhorse skeletons<\/p><p>and nightmares as mounts.<\/p><p>&nbsp;<\/p><p><strong>Immortal Until Redeemed<\/strong>. A death knight can arise<\/p><p>anew even after it has been destroyed. Only when it<\/p><p>atones for a life of wickedness or finds redemption can it<\/p><p>finally escape its undead purgatory and truly perish.<\/p><p>&nbsp;<\/p><p><em>\"Lord Soth began his fall from grace with an act of heroism,<\/em><\/p><p><em>saving an elf named Isolde from an ogre. Soth and Isolde<\/em><\/p><p><em>fell in love, but Soth was already married. He had a servant<\/em><\/p><p><em>dispose of his wife and was charged with murder, but fled<\/em><\/p><p><em>with Isolde. When his castle fell under siege, he prayed for<\/em><\/p><p><em>guidance and was told that he must atone for his misdeeds<\/em><\/p><p><em>by completing a quest, but growing fears about Isolde's<\/em><\/p><p><em>fidelity caused him to abandon his quest. Because his<\/em><\/p><p><em>mission was not accomplished, a great cataclysm swept<\/em><\/p><p><em>the land. When Isolde gave birth to a son, Soth refused to<\/em><\/p><p><em>believe that the child was his and slew them both. All were<\/em><\/p><p><em>incinerated in a fire that swept through the castle, yet Soth<\/em><\/p><p><em>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":"<h2>Demilich<\/h2><p>Tiny undead, neutral evil<\/p><p><strong>Armor Class<\/strong> 20 (natural armor)<\/p><p><strong>Hit Points<\/strong> 80 (20d4)<\/p><p><strong>Speed<\/strong> 0 ft., fly 30 ft. (hover)<\/p><table style=\"height: 53px;\" width=\"320\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>1 (- 5)<\/td><td>20 (+5)<\/td><td>10 (+0)<\/td><td>20 (+5)<\/td><td>17 (+3)<\/td><td>20 (+5)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Con +6, I nt + 11, Wis +9, Cha + 11<\/p><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p><p>magic weapons<\/p><p><strong>Damage Immunities<\/strong> necrotic, poison, psychic, bludgeoning,<\/p><p>piercing, and slashing from non magical weapons<\/p><p><strong>Condition Immunities<\/strong> charmed, deafened, exhaustion,<\/p><p>frightened, paralyzed, petrified, poisoned, prone, stunned<\/p><p>Senses truesight 120 ft., passive Perception 13<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 18 (20,000 XP)<\/p><p><strong>Avoidance<\/strong>. If the demilich is subjected to an effect that allows<\/p><p>it to make a saving throw to take only half damage, it instead<\/p><p>takes no damage if it succeeds on the saving throw, and only<\/p><p>half damage if it fails.<\/p><p><strong>Legendary Resistance<\/strong> (3\/Day). If the demilich fails a saving<\/p><p>throw, it can choose to succeed instead.<\/p><p><strong>Turn Immunity<\/strong>. The demilich is immune to effects that<\/p><p>turn undead.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Howl<\/strong> (Recharge 5-6). The demilich emits a bloodcurdling<\/p><p>howl. Each creature within 30 feet of the demilich that can hear<\/p><p>the howl must succeed on a DC 15 Constitution saving throw<\/p><p>or drop to 0 hit points. On a successful save, the creature is<\/p><p>frightened until the end of its next turn.<\/p><p><strong>Life Drain<\/strong>. The demilich targets up to three creatures that it<\/p><p>can see within 10 feet of it. Each target must succeed on a DC<\/p><p>19 Constitution saving throw or take 21 (6d6) necrotic damage,<\/p><p>and the demilich regains hit points equal to the total damage<\/p><p>dealt to all targets.<\/p><p><strong>LEGENDARY ACTIONS<\/strong><\/p><p><strong>The demilich can take 3 legendary actions<\/strong>, choosing from the<\/p><p>options below. Only one legendary action option can be used<\/p><p>at a time and only at the end of another creature's turn . The<\/p><p>demilich regains spent legendary actions at the start of its turn .<\/p><p><strong>Flight<\/strong>. The demilich flies up to half its flying speed.<\/p><p><strong>Cloud of Dust<\/strong>. The demilich magically swirls its dusty remains.<\/p><p>Each creature within 10 feet of the demilich, incl uding arou nd<\/p><p>a corner, must succeed on a DC 15 Constitution saving throw<\/p><p>or be blinded until the end of the demilich's next turn. A<\/p><p>creature that succeeds on the saving throw is immune to this<\/p><p>effect until the end of the demilich's next turn.<\/p><p><strong>Energy Drain<\/strong> (Costs 2 Actions). Each creature with in 30 feet<\/p><p>of the demilich must make a DC 15 Constitution saving<\/p><p>throw. On a failed save, the creature's hit point maximum<\/p><p>is magically reduced by 10 (3d6). If a creature's hit point<\/p><p>maximum is reduced to 0 by this effect, the creature dies.<\/p><p>A creature's hit point maximum can be restored with the<\/p><p>greater restoration spell or similar magic.<\/p><p><strong>Vile Curse<\/strong> (Costs 3 Actions). The demilich targets one creature<\/p><p>it can see within 30 feet of it. The target must succeed on a<\/p><p>DC 15 Wisdom saving throw or be magically cursed. Until the<\/p><p>curse ends, the target has disadvantage on attack rolls and<\/p><p>saving throws. The target can repeat the saving throw at the<\/p><p>end of each of its turns, ending the curse on a success.<\/p><p>&nbsp;<\/p><p><strong>The immortality<\/strong> granted to a lich lasts only as long as<\/p><p>it feeds mortal souls to its phylactery. If it falters or fails<\/p><p>in that task, its bones turn to dust until only its skull<\/p><p>remains. This \"demilich\" contains only a fragment of<\/p><p>the lich's malevolent life force- just enough so that if it<\/p><p>is disturbed, these remains rise into the air and assume<\/p><p>a wraithlike form. The skull then emits a terrifying<\/p><p>howl that can slay the weak-hearted and leave others<\/p><p>trembling with fear. Left alone, it sinks back down and<\/p><p>returns to the empty peace of its existence.<\/p><p>&nbsp;<\/p><p><strong>Few liches<\/strong> seek to become demiliches, for it means an<\/p><p>end to the existence they hoped to preserve by becoming<\/p><p>undead. However, time can erode the lich's reason and<\/p><p>memory, causing it to retreat into its ancient tomb and<\/p><p>forget to feed on souls. The spells it once knew fade<\/p><p>from its mind, and it no longer channels the arcane<\/p><p>energy it wielded as a lich. However, even as a mere<\/p><p>skull it remains a deadly and vexing enemy.<\/p><p>&nbsp;<\/p><p><strong>Enduring Existence<\/strong>. Even after a lich is reduced to<\/p><p>a demilich state, its phylactery survives. As long as its<\/p><p>phylactery is intact, the demilich can't be permanently<\/p><p>destroyed. Its skull reforms after 1d10 days, restoring<\/p><p>the creature to its wretched state. If it has the presence<\/p><p>of mind to do so, a demilich can reclaim its former<\/p><p>power by feeding just one soul to its phylactery. Doing<\/p><p>so restores the demilich to lich form, reconstituting its<\/p><p>undead body.<\/p><p>&nbsp;<\/p><p><strong>Undead Nature<\/strong>. A demilich doesn't require air, food,<\/p><p>drink, or sleep. So great is a demilich's will to survive<\/p><p>that it always has the maximum number of hit points for<\/p><p>its Hit Dice, instead of average hit points.<\/p><p>&nbsp;<\/p><p><strong>A DEMILICH'S LAIR<\/strong><\/p><p>A demilich hides its earthly remains and treasures in a<\/p><p>labyrinthine tomb guarded by monsters and traps. At the<\/p><p>heart of this labyrinth rests the demilich's skull and the<\/p><p>dust from its other bones.<\/p><p>In its crypt, a demilich has access to lair actions<\/p><p>and additional uses for its legendary actions. Its whole<\/p><p>lair also has unique traits. A demilich in its lair has a<\/p><p>challenge rating of 20 (24,500 XP).<\/p><p><strong>LAIR ACTIONS<\/strong><\/p><p>On initiative count 20 (losing initiative ties), the demilich<\/p><p>rolls a d20. On a result of 11 or higher, the demilich<\/p><p>takes a lair action to cause one of the following effects. It<\/p><p>can't use the same effect two rounds in a row.<\/p><ul><li><strong>The tomb trembles violently for a moment<\/strong>. Each crea-<br \/>ture on the floor of the tomb must succeed on a DC 19<\/li><\/ul><p>Dexterity saving throw or be knocked prone.<\/p><ul><li><strong>The demilich targets<\/strong> one creature it can see within<\/li><\/ul><p>60 feet of it. An antimagic field fills the space of the<\/p><p>target, moving with it until initiative count 20 on<\/p><p>the next round.<\/p><ul><li><strong>The demilich targets<\/strong> any number of creatures it can<\/li><\/ul><p>see within 30 feet of it. No target can regain hit points<\/p><p>until initiative count 20 on the next round.<\/p><p><strong>LAIR TRAITS<\/strong><\/p><p>A demilich's tomb might have any or all of the following<\/p><p>effects in place:<\/p><ul><li><strong>The first time a non-evil<\/strong> creature enters the tomb's area, the creature takes 16 (3d10) necrotic damage.<\/li><\/ul><ul><li><strong>Monsters<\/strong> in the tomb have advantage on saving<\/li><\/ul><p>throws against being charmed or frightened, and<\/p><p>against features that turn undead.<\/p><ul><li><strong>The tomb is warded<\/strong> against the magical travel of<\/li><\/ul><p>creatures the demilich hasn't authorized. Such crea-<br \/>tures can't teleport into or out of the tomb's area<\/p><p>or use planar travel to enter or leave it. Effects that<\/p><p>allow teleportation or planar travel work within the<\/p><p>tomb as long as they aren't used to leave or enter the<\/p><p>tomb's area.<\/p><p>If the demilich is destroyed, these effects fade over the<\/p><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":"<div><h2>Barlgura&nbsp;<\/h2><p>Large fiend (demon), chaotic evil<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 68 (8dl0 + 24)<\/p><p><strong>Speed<\/strong> 30ft, climb 30ft.<\/p><table style=\"height: 40px;\" width=\"306\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>15 (+2)<\/td><td>16 (+3)<\/td><td>7 (-2)<\/td><td>14 (+2)<\/td><td>9 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Dex +5, Con +6<\/p><p><strong>Skills<\/strong> Perception +5, Stealth +5<\/p><p><strong>Damage Resistances<\/strong> cold, fire , lightning<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> poisoned<\/p><p><strong>Senses<\/strong> blindsight 30ft., darkvision 120ft., passive Perception 15<\/p><p><strong>Languages<\/strong> Abyssal, telepathy 120 ft .<\/p><p><strong>Challenge<\/strong> 5 (1 ,800 XP)<\/p><p><strong>Innate Spellcasting<\/strong>. The barlgura's spellcasting ability is<\/p><p>Wisdom (spell save DC 13). The barlgura can innately cast the<\/p><p>following spells, requiring no material components:<\/p><p><strong>l\/day each<\/strong>: entangle, phantasmal force<\/p><p><strong>2\/day each<\/strong>: disguise self, invisibility (self only)<\/p><p><strong>Reckless<\/strong>. At the start of its turn, the barlgura can gain<\/p><p>advantage on all melee weapon attack rolls it makes during<\/p><p>that turn, but attack rolls against it have advantage until the<\/p><p>start of its next turn.<\/p><p><strong>Running Leap<\/strong>. The barlgura's long jump is up to 40 feet and its<\/p><p>high jump is up to 20 feet when it has a running start.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The barlgura makes three attacks: one with its<\/p><p>bite and two with its fists.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.<\/p><p>Hit: 11 (2d6 + 4) piercing damage.<\/p><p><strong>Fist<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:<\/p><p>9 (ldlO + 4) bludgeoning damage.<\/p><p>&nbsp;<\/p><p><strong>The barlgura<\/strong> represents the savagery and brutality<\/p><p>of the Abyss. Barlguras gather in packs to take down<\/p><p>tougher foes, keep gruesome trophies from their<\/p><p>victories, and decorate their territory with such objects.<\/p><p>A barlgura looks like a hulking orangutan with a<\/p><p>gruesome, drooping visage and tusks jutting from<\/p><p>its jaw. Standing just under 8 feet tall, it has broad<\/p><p>shoulders and weighs 650 pounds. It moves apishly<\/p><p>along the ground, but it climbs with great speed<\/p><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":"<h2>Chasme<\/h2><p>Large fiend (demon), chaotic evil<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 84 (13d10 + 13)<\/p><p><strong>Speed<\/strong> 20ft., fly 60 ft.<\/p><table style=\"height: 40px;\" width=\"323\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>15 (+2)<\/td><td>15 (+2)<\/td><td>12 (+1)<\/td><td>11 (+0)<\/td><td>14 (+2)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Dex +5, Wis +5<\/p><p><strong>Skills<\/strong> Perception +5<\/p><p><strong>Damage Resistances<\/strong> cold, fire , lightning<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> poisoned<\/p><p><strong>Senses<\/strong> blindsight 10ft., darkvision 120ft., passive Perception 15<\/p><p><strong>Languages<\/strong> Abyssal, telepathy 120ft.<\/p><p><strong>Challenge<\/strong> 6 (2,300 XP)<\/p><p><strong>Drone<\/strong>. The chasme produces a horrid droning sound to<\/p><p>which demons are immune. Any other creature that starts its<\/p><p>turn with in 30 feet of the chasme must succeed on a DC 12<\/p><p>Constitution saving throw or fall unconscious for 10 minutes.<\/p><p>A creature that can't hear the drone automaticall y succeeds on<\/p><p>the save. The effect on the creature ends if it takes damage or if<\/p><p>another creature takes an action to splash it with holy water. If<\/p><p>a creature's saving throw is successful or the effect ends for it,<\/p><p>it is immune to the drone for the next 24 hours.<\/p><p><strong>Magic Resistance<\/strong>. The chasme has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p>Spider Climb. The chasme can climb difficult surfaces,<\/p><p>including upside down on ce ilin gs, without needing to make an<\/p><p>ability check.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Proboscis<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p><p>creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6)<\/p><p>necrotic damage, and the target's hit point maximum is<\/p><p>reduced by an amount equal to the necrotic damage taken. If<\/p><p>this effect reduces a creature's hit point maximum to 0, the<\/p><p>creature dies. This reduction to a creature's hit point maximum<\/p><p>lasts unti l the creature finishes a long rest or until it is affected<\/p><p>by a spell like greater restoration.<\/p><p>&nbsp;<\/p><p><strong>This loathsome demon<\/strong> resembles an unspeakable<\/p><p>crossing of humanoid and fly. A chasme shuffles about<\/p><p>on four spindly legs that can find purchase on walls<\/p><p>and ceilings. A droning sound precedes the approach<\/p><p>of a chasme, inflicting foes with a terrible lethargy that<\/p><p>leaves them open to attack.<\/p><p>The lowly chasmes serve more powerful masters as<\/p><p>interrogators or taskmasters. A chasme lives to dole<\/p><p>out torture as punishment, and has a knack for spotting<\/p><p>demons that have deserted their lords. Capturing and<\/p><p>returning such traitors allows a chasme to torment the<\/p><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":"<h2>Goristro<\/h2><p>huge fiend (demon), chaotic evil<\/p><p><strong>Armor Class<\/strong> 19 (natura l armor)<\/p><p><strong>Hit Points<\/strong> 310 (23d12 + 161)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 53px;\" width=\"321\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>25 (+7)<\/td><td>11 (+0)<\/td><td>25 (+7)<\/td><td>6 (- 2)<\/td><td>13 (+1)<\/td><td>14 (+2)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Str +13, Dex +6, Con +13, Wis +7<\/p><p><strong>Skills<\/strong> Perception +7<\/p><p><strong>Damage Resistances<\/strong> cold, fire, lightning, bludgeoning,<\/p><p>piercing, and slashing from no n magical weapons<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> poisoned<\/p><p><strong>Senses<\/strong> darkvision 120 f,t passive Perception 17<\/p><p><strong>Languages<\/strong> Abyssal<\/p><p><strong>Challenge<\/strong> 17 (18,000 XP)<\/p><p><strong>Charge<\/strong>. If the goristro moves at least 15 feet straight toward a<\/p><p>target and then hits it with a gore attack on the same turn, the<\/p><p>target takes an extra 38 (7d10) piercing damage. If the target is<\/p><p>a creature, it must succeed on a DC 21 Stength saving thow<\/p><p>or be pushed up to 20 feet away and knocked prone.<\/p><p><strong>Labyrinthine Recall<\/strong>. The goristro can perfectly recall any path it<\/p><p>has traveled.<\/p><p><strong>Magic Resistance<\/strong>. The goristro has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p><strong>Siege Monster<\/strong>. The goristro deals double damage to objects<\/p><p>and structures.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The goristro makes three attacks: two with its<\/p><p>fists and one with its hoof.<\/p><p><strong>Fist<\/strong>. Melee Weapon Attack: +13 to hit, reach 10ft, one target.<\/p><p><strong>Hit<\/strong>: 20 (3d8 + 7) bludgeoning damage.<\/p><p><strong>Hoof Melee Weapon<\/strong> Attack:+ 13 to hit, reach 5 ft, one target.<\/p><p>Hit: 23 (3d10 + 7) bludgeoning damage . If the target is a<\/p><p>creature, it must succeed on a DC 21 Strength saving throw or<\/p><p>be knocked prone.<\/p><p><strong>Gore<\/strong>. Melee Weapon Attack: +13 to hit, reach 10ft, one target.<\/p><p>Hit: 45 (7dl0 + 7) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>The goristro<\/strong> resembles a fiendish minotaur towering<\/p><p>more than twenty feet tall. When controlled by a demon<\/p><p>lord, goristros make formidable living siege engines and<\/p><p>prized pets. Goristros possess preternatural cunning<\/p><p>when navigating labyrinthine passages and shifting<\/p><p>corridors, pursuing foes in a terrifying hunt.<\/p><p>A hulking goristro sometimes bears a palanquin,<\/p><p>carrying smaller demons on its broad shoulders, much<\/p><p>like an elephant carries riders on its back.<\/p><p>&nbsp;<\/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":"<h2>Manes<\/h2><p>&nbsp;Small feind(demon), chaotic evil<\/p><p><strong>Armor Class<\/strong> 9<\/p><p><strong>Hit Points<\/strong> 9 (2d6 + 2)<\/p><p><strong>Speed<\/strong> 20ft.<\/p><table style=\"height: 53px;\" width=\"324\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>10 (+0)<\/td><td>9 (- 1)<\/td><td>13 (+1)<\/td><td>3 (- 4)<\/td><td>8 (- 1)<\/td><td>4 (- 3)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Resistances<\/strong> cold, fire , lightning<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> charmed , frightened , poisoned<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 9<\/p><p><strong>Languages<\/strong> understand s Abyssal but can't speak<\/p><p>Challenge 1\/8 (25 XP)<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Claws<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.<\/p><p>Hit: 5 (2d4) slashing damage.<\/p><p>&nbsp;<\/p><p><strong>Souls of evil<\/strong> creatures that descend to the Lower<\/p><p>Planes are transformed into manes-the lowest form<\/p><p>of demonkind. These wretched fiends attack any non-<br \/>demon they see, and they are called to the Material<\/p><p>Plane by those seeking to sow death and chaos.<\/p><p>Orcus, the Prince of Undeath, has the power to<\/p><p>transform manes into undead monsters, most often<\/p><p>ghouls and shadows. Other demon lords feed on manes,<\/p><p>destroying them utterly. Otherwise, killing a manes<\/p><p>causes it to dissipate into a cloud of reeking vapor that<\/p><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":"<div><h2>Shadow Demon<\/h2><p>Medium fiend (demon), chaotic evil<\/p><p><strong>Armor Class<\/strong> 13<\/p><p><strong>Hit Points<\/strong> 66 (12d8 + 12)<\/p><p><strong>Speed<\/strong> 30ft, fly 30ft.<\/p><table style=\"height: 53px;\" width=\"355\"><tbody><tr><td>STR<\/td><td>DEX<\/td><td>CON<\/td><td>INT<\/td><td>WIS<\/td><td>CHA<\/td><\/tr><tr><td>1 (- 5)<\/td><td>17 (+3)<\/td><td>12 (+1)<\/td><td>14 (+2)<\/td><td>13 (+1)<\/td><td>14 (+2)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Dex +5 , Cha +4<\/p><p><strong>Skills<\/strong> Stealth +7<\/p><p><strong>Damage Vulnerabilities<\/strong> radiant<\/p><p><strong>Damage Resistances<\/strong> acid, fire , necrotic, thunder; bludgeoning,<\/p><p>piercing, and slashing from non magical weapons<\/p><p><strong>Damage Immunities<\/strong> cold, lightning, poison<\/p><p><strong>Condition Immunities<\/strong> exhaustion, grappled, paralyzed,<\/p><p>petrified, poisoned , prone, restrained<\/p><p><strong>Senses<\/strong> darkvision 120ft, passive Perception ll<\/p><p><strong>Languages<\/strong> Abyssal, telepathy 120ft.<\/p><p><strong>Challenge<\/strong> 4 (1 ,100 XP)<\/p><p><strong>Incorporeal Movement<\/strong>. The demon can move through other<\/p><p>creatures and objects as if they were difficult terrain. It takes 5<\/p><p>(1d10) force damage if it ends its turn inside an object.<\/p><p><strong>Light Sensitivity<\/strong>. While in bright light, the demon has<\/p><p>disadvantage on attack rolls, as well as on Wisdom<\/p><p>(Perception) checks that rely on sight.<\/p><p><strong>Shadow Stealth<\/strong>. While in dim light or darkness, the demon can<\/p><p>take the Hide action as a bonus action.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Claws<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p><p>creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had<\/p><p>advantage on the attack ro ll , 17 (4d6 + 3) psychic damage.<\/p><p>&nbsp;<\/p><p><strong>When<\/strong> a demon's body is destroyed but the fiend is<\/p><p>prevented from reforming in the Abyss, its essence<\/p><p>sometimes takes on a vague physical form. These<\/p><p>shadow demons exist outside the normal abyssal<\/p><p>hierarchy, since their creation results most often from<\/p><p>mortal magic, not from transformation or promotion.<\/p><p>Shadow demons all but disappear in the darkness,<\/p><p>and they can creep about without making a sound. A<\/p><p>shadow demon uses its insubstantial claws to feast on<\/p><p>its victim's fears, to taste its memories, and drink in<\/p><p>its doubts. Bright light harries this fiend and shows its<\/p><p>distinct shape, resolving it from a blur of darkness to a<\/p><p>winged humanoid creature whose lower body trails off<\/p><p>into nothing, and whose claws rend a victim's mind.<\/p><p><strong>Shadowy Nature<\/strong>. A shadow demon doesn't require<\/p><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":"<h2>Yochlol<\/h2><p>Medium fiend (demon, shapechanger), chaotic evil<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 136 (1 6d8 + 64)<\/p><p><strong>Speed<\/strong> 30ft., climb 30ft.<\/p><table style=\"height: 40px;\" width=\"338\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>15 (+2)<\/td><td>14 (+2)<\/td><td>18 (+4)<\/td><td>13 (+1)<\/td><td>15 (+2)<\/td><td>15 (+2)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Dex +6, lnt +5, Wis +6, Cha +6<\/p><p><strong>Skills Deception<\/strong> +10, Insight +6<\/p><p><strong>Damage Resistances<\/strong> cold, fire, lightning, bludgeoning,<\/p><p>piercing, and slashing from non magical weapons<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> poisoned<\/p><p><strong>Senses<\/strong> darkvision 120ft, passive Perception 12<\/p><p><strong>Languages<\/strong> Abyssal, Elvish, Undercommon<\/p><p><strong>Challenge<\/strong> 10 (5,900 XP)<\/p><p><strong>Shapechanger<\/strong>. The yochlol can use its action to polymorph<\/p><p>into a form that resembles a female drow or giant spider, or<\/p><p>back into its true form. Its statistics are the same in each form.<\/p><p>Any equipment it is wearing or carrying isn't transformed. It<\/p><p>reverts to its true form if it dies.<\/p><p><strong>Magic Resistance<\/strong>. The yochlol has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p><strong>Spider Climb<\/strong>. The yochlol can climb difficult surfaces,<\/p><p>including upside down on ceilings, without needing to make an<\/p><p>ability check.<\/p><p><strong>Innate Spellcasting<\/strong>. The yochlol's spellcasting ability is<\/p><p>Charisma (spell save DC 14). The yochlol can innately cast the<\/p><p>following spells, requiring no material components:<\/p><p><strong>At will<\/strong>: detect thoughts, web<\/p><p><strong>1fday<\/strong>: dominate person<\/p><p><strong>Web Walker<\/strong>. The yochlol ignores movement restrictions caused<\/p><p>by webbing.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The yochlol makes two melee attacks.<\/p><p>Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit,<\/p><p>reach 5 ft. (10ft. in demon form}, one target. Hit: 5 (1d6 + 2)<\/p><p>bludgeoning (piercing in spider form) damage plus 21 (6d6)<\/p><p>poison damage.<\/p><p><strong>Mist Form<\/strong>. The yochlol transforms into toxic mist or reverts to<\/p><p>its true form. Any equipment it is wearing or carrying is also<\/p><p>transformed. It reverts to its true form if it dies.<\/p><p>While in mist form, the yochlol is incapacitated and can't<\/p><p>speak. It has a flying speed of 30 feet, can hover, and can<\/p><p>pass through any space that isn't airtight. It has advantage on<\/p><p>Strength, Dexterity, and Constitution saving throws, and it is<\/p><p>immune to nonmagical damage.<\/p><p><strong>While in mist form<\/strong>, the yochlol can enter a creature's space<\/p><p>and stop there. Each time that creature starts its turn with<\/p><p>the yochlol in its space, the creature must succeed on a DC<\/p><p>14 Constitution saving throw or be poisoned until the start<\/p><p>of its next turn. While poisoned in this way, the target is<\/p><p>incapacitated.<\/p><p><strong>The yochlols<\/strong> are the Handmaidens of Lolth-extensions<\/p><p>of the Spider Queen's will dedicated to acting as<\/p><p>her spies, taskmasters, and agents of villainy. They<\/p><p>attend their goddess in the Demonweb Pits, but Lolth<\/p><p>sometimes dispatches yochlols to the Material Plane<\/p><p>to guard her temples and to aid her most devout<\/p><p>priestesses. Yochlols don't form outside Lolth's realm of<\/p><p>the Demonweb, and they serve no demon lords except<\/p><p>their queen.<\/p><p><strong>Outside the Abyss<\/strong>, a yochlol can assume the guise<\/p><p>of a female drow or monstrous spider to conceal its<\/p><p>demonic form. In its true form, the fiend appears as a<\/p><p>pillar of yellow slime with a single malevolent eye. In its<\/p><p>drow and true form, a yochlol's touch carries the same<\/p><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":"<h2>Displacer Beast<\/h2><p>Large monstrosity, lawful evil<\/p><p><strong>Armor Class<\/strong> 13 (natural armor)<\/p><p><strong>Hit Points<\/strong> 85 (10d10 + 30)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 53px;\" width=\"307\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>15 (+2)<\/td><td>16 (+3)<\/td><td>6 (- 2)<\/td><td>12 (+1)<\/td><td>8 (- 1)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> darkvision 60ft, passive Perception 11<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 3 (700 XP)<\/p><p><strong>Avoidance<\/strong>. If the displacer beast is subjected to an effect that<\/p><p>allows it to make a saving throw to take only half damage, it<\/p><p>instead takes no damage if it succeeds on the saving throw,<\/p><p>and only half damage if it fails.<\/p><p><strong>Displacement<\/strong>. The displacer beast projects a magical illusion<\/p><p>that makes it appear to be standing near its actual location,<\/p><p>causing attack rolls against it to have disadvantage. If it is hit<\/p><p>by an attack, this trait is disrupted until the end of its next<\/p><p>turn. This trait is also disrupted while the displacer beast is<\/p><p>incapacitated or has a speed of O.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The displacer beast makes two attacks with its<\/p><p>tentacles.<\/p><p><strong>Tentacle<\/strong>. Melee Weapon Attack: +6 to hit, reach 10ft., one<\/p><p>target. Hit: 7 (ld6 + 4) bludgeoning damage plus 3 (1d6)<\/p><p>piercing damage.<\/p><p>&nbsp;<\/p><p><strong>This monstrous predator<\/strong> takes its name from its<\/p><p>ability to displace light so that it appears to be several<\/p><p>feet away from its actual location. A dis placer beast<\/p><p>resembles a sleek great cat covered in blue-black fur.<\/p><p>However, its otherworldly origins are clear in its six<\/p><p>legs and the two tentacles sprouting from its shoulders,<\/p><p>both ending in pads tipped with spiky protrusions. A<\/p><p>dis placer beast's eyes glow with an awful' malevolence<\/p><p>that persists even in death.<\/p><p>&nbsp;<\/p><p><strong>Unseelie<\/strong> <strong>Origins<\/strong>. Displacer beasts roamed the<\/p><p>twilight lands of the Feywild for ages, until they were<\/p><p>captured and trained by the Unseelie Court. The<\/p><p>warriors of the court selectively bred the beasts to<\/p><p>reinforce their ferocious and predatory nature, using<\/p><p>them to hunt unicorns, pegasi, and other wondrous<\/p><p>prey. However, it didn't take long for the displacer<\/p><p>beasts to use their malevolent intelligence to escape<\/p><p>their masters.<\/p><p>Running and breeding freely in the Feywild, the<\/p><p>displacer beasts soon came to the attention of the<\/p><p>Seelie Court. With blink dog companions at their side,<\/p><p>fey hunters drove these predators to the fringes of the<\/p><p>Feywild, where many crossed over to the Material<\/p><p>Plane. To this day, displacer beasts and blink dogs<\/p><p>attack each other on sight.<\/p><p>&nbsp;<\/p><p><strong>Love of the Kill<\/strong>. Dis placer beasts kill not just for<\/p><p>food but also for sport. They target prey even when<\/p><p>not hungry, often toying with their victims to entertain<\/p><p>themselves until they are ready to eat. After killing<\/p><p>its prey using its tentacles, a displacer beast drags<\/p><p>the corpse to a quiet place where it can feed without<\/p><p>distraction.<\/p><p>&nbsp;<\/p><p><strong>Displacer beasts hunt alone<\/strong> or in small prides that<\/p><p>demonstrate skill at setting ambushes. A single beast<\/p><p>will strike and withdraw, luring prey into a densely<\/p><p>wooded area where its packmates wait. Packs of<\/p><p>displacer beasts hunting near trade roads recall the<\/p><p>frequency and schedule of regular caravans, laying<\/p><p>down ambushes to pick off those caravans.<\/p><p>&nbsp;<\/p><p><strong>Prized Guards and Pets<\/strong>. Intelligent evil creatures<\/p><p>favor dis placer beasts as pets, but a dis placer beast<\/p><p>enters such an alliance only if it appears beneficial.<\/p><p>A displacer beast might guard a vault or act as a<\/p><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":"<div><h2>Dracolich<\/h2><p><strong>DRACOLICH TEMPLATE<\/strong><\/p><ul><li><strong>Only an ancient or adult true dragon<\/strong> can be transformed<\/li><\/ul><p>into a dracolich. Younger dragons that attempt to<\/p><p>undergo the transformation die, as do other creatures<\/p><p>that aren't true dragons but possess the dragon type,<\/p><p>such as pseudodragons and wyverns. A shadow dragon<\/p><p>can't be transformed into a dracolich, for it has already<\/p><p>lost too much of its physical form.<\/p><ul><li><strong>When a dragon becomes a dracolich<\/strong>, it retains its<\/li><\/ul><p>statistics except as described below. The dragon loses<\/p><p>any trait, such as Amphibious, that assumes a living<\/p><p>physiology. The dracolich might retain or lose any or all<\/p><p>of its lair actions or inherit new ones, as the DM sees fit.<\/p><p>&nbsp;<\/p><p><strong>Type<\/strong>. The dracolich's type changes from dragon<\/p><p>to undead, and it no longer requires air, food,<\/p><p>drink, or sleep.<\/p><p><strong>Damage Resistance<\/strong>. The dracolich has resistance to<\/p><p>necrotic damage.<\/p><p><strong>Damage Immunities<\/strong>. The dracolich has immunity<\/p><p>to poison. It also retains any immunities it had prior to<\/p><p>becoming a dracolich.<\/p><p><strong>Condition Immunities<\/strong>. The dracolich can't be<\/p><p>charmed, frightened, paralyzed, or poisoned. It also<\/p><p>doesn't suffer from exhaustion.<\/p><p><strong>Magic Resistance<\/strong>. The dracolich has advantage on<\/p><p>saving throws against spells and other magical effects.<\/p><p>&nbsp;<\/p><p><strong>Even as long-lived as they are<\/strong>, all dragons must<\/p><p>eventually die. This thought doesn't sit well with<\/p><p>many dragons, some of which allow themselves to<\/p><p>be transformed by necromantic energy and ancient<\/p><p>rituals into powerful undead dracoliches. Only the<\/p><p>most narcissistic dragons choose this path, knowing<\/p><p>that by doing so, they sever all ties to their kin and the<\/p><p>dragon gods.<\/p><p>&nbsp;<\/p><p><strong>Beyond Death<\/strong>. A dracolich retains its shape and<\/p><p>size upon transforming, its skin and scales drawing<\/p><p>tight to its bones or sloughing away to leave a skeletal<\/p><p>form behind. Its eyes appear as glowing points of light<\/p><p>floating in shadowy sockets, hinting at the malevolence<\/p><p>of its undead mind.<\/p><p>&nbsp;<\/p><p><strong>Though many dragons<\/strong> pursue vain goals of<\/p><p>destruction and dominance, dracoliches are more<\/p><p>nefarious than the most evil dragons, driven to rule<\/p><p>over all. A dracolich is a fiendishly intelligent tyrant that<\/p><p>crafts complex webs of foul schemes, attracting servants<\/p><p>motivated by greed and a lust for power. Acting from<\/p><p>the shadows and actively plotting to keep its existence a<\/p><p>secret, a dracolich is a cunning and challenging foe.<\/p><p>Dracolich Phylacteries. Creating a dracolich requires<\/p><p>the cooperation of the dragon and a group of mages or<\/p><p>cultists that can perform the proper ritual. During the<\/p><p>ritual, the dragon consumes a toxic brew that slays it<\/p><p>instantly. The attendant spellcasters then ensnare its<\/p><p>spirit and transfer it to a special gemstone that functions<\/p><p>like a lich's phylactery. As the dragon's flesh rots<\/p><p>away, the spirit inside the gem returns to animate the<\/p><p>dragon's bones.<\/p><p>&nbsp;<\/p><p><strong>If a dracolich's<\/strong> physical form is ever destroyed, its<\/p><p>spirit returns to the gem as long as the two are on<\/p><p>the same plane. If the gem comes into contact with<\/p><p>another dragon's corpse, the dracolich's spirit can take<\/p><p>possession of that corpse to become a new dracolich. If<\/p><p>the dracolich's spirit gem is taken to another plane, the<\/p><p>dracolich's spirit has nowhere to go when its undead<\/p><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":"<div><h2>Empyrean<\/h2><p>Huge celestial (titan), chaotic good (75%) or neutral evil (25%)<\/p><p><strong>Armor Class<\/strong> 22 (natural armor)<\/p><p><strong>Hit Points<\/strong> 313 (19d12 + 190)<\/p><p><strong>Speed<\/strong> 50 ft., fly 50 ft., swim 50 ft.<\/p><table style=\"height: 53px;\" width=\"327\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>30 (+10)<\/td><td>21 (+5)<\/td><td>30 (+10)<\/td><td>21 (+5)<\/td><td>22 (+6)<\/td><td>27 (+8)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Str +17, lnt +12, Wis +13, Cha + 15<\/p><p><strong>Skills<\/strong> Insight +13, Persuasion +15<\/p><p><strong>Damage Immunities<\/strong> bludgeoning, piercing, and slashing from<\/p><p>nonmagical weapons<\/p><p><strong>Senses<\/strong> truesight 120 ft., passive Perception 16<\/p><p><strong>Languages<\/strong> all<\/p><p><strong>Challenge<\/strong> 23 (32,500 XP)<\/p><p><strong>Innate Spellcasting<\/strong>. The empyrean's innate spellcasting ability<\/p><p>is Charisma (spell save DC 23, +15 to hit with spell attacks).<\/p><p>It can innately cast the following spells, requiring no material<\/p><p>components:<\/p><p><strong>At will<\/strong>: greater restoration, pass without trace, water breathing,<\/p><p>water walk<\/p><p><strong>1\/day each<\/strong>: commune, dispel evil and good, earthquake, fire<\/p><p>storm, plane shift (self only)<\/p><p><strong>Legendary Resistance<\/strong> (3\/Day). If the empyrean fails a saving<\/p><p>throw, it ca n choose to succeed instead.<\/p><p><strong>Magic Resistance<\/strong>. The empyrean has advantage on saving<\/p><p>throws against spells and other magical effects.<\/p><p>Magic Weapons. The empyrean's weapon attacks are magical.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Maul<\/strong>. Melee Weapon Attack: +17 to hit, reach 10ft., one target.<\/p><p>Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a<\/p><p>creature, it must succeed on a DC 15 Constitution saving throw<\/p><p>or be stunned until the end of the empyrean's next turn.<\/p><p><strong>Bolt<\/strong>. Ranged Spell Attack: +15 to hit, range 600ft., one target.<\/p><p>Hit: 24 (7d6) damage of one of the following types (empyrean's<\/p><p>&middot;choice): acid, cold, fire, force, lightning, radiant, or thunder.<\/p><p><strong>LEGENDARY ACTIONS<\/strong><\/p><p><strong>The empyrean<\/strong> can take 3 legendary actions, choosing from<\/p><p>the options below. Only one legendary action option can be<\/p><p>used at a time and only at the end of another creature's turn.<\/p><p>The empyrean regains spent legendary actions at the start<\/p><p>of its turn.<\/p><p><strong>Attack<\/strong>. The empyrean makes one attack.<\/p><p>Bolster. The empyrean bolsters all non hostile creatures within<\/p><p>120 feet of it until the end of its next turn. Bolstered creatures<\/p><p>can't be charmed or frightened, and they gain advantage<\/p><p>on ability checks and saving throws until the end of the<\/p><p>empyrean's next turn.<\/p><p><strong>Trembling Strike<\/strong> (Costs 2 Actions). The empyrean strikes the<\/p><p>ground with its maul, triggering an earth tremor. All other<\/p><p>creatures on the ground within 60 feet of the empyrean<\/p><p>must succeed on a DC 25 Strength saving throw or be<\/p><p>knocked prone.<\/p><p>&nbsp;<\/p><p><strong>Empyreans are the celestial<\/strong>&nbsp;children of the<\/p><p>gods of the Upper Planes. They are universally<\/p><p>beautiful, statuesque, and self-assured.<\/p><p>&nbsp;<\/p><p><strong>Manifest Emotion<\/strong>. An empyrean can experience<\/p><p>deity-like fits of serenity or rage. It can affect the<\/p><p>environment a round it by its mood. When an empyrt';,an<\/p><p>is unhappy, the clouds might cry tears of salt water, the<\/p><p>wildflowers in surrounding meadows might wilt, dead<\/p><p>fish might wash ashore in lakes or rivers, or a nearby<\/p><p>forest might lose the leaves from its trees. When an<\/p><p>empyrean is jubilant, sunlight follows it everywhere,<\/p><p>small animals frolic in its footsteps, and birds fill the sky<\/p><p>with their pleasing songs.<\/p><p>&nbsp;<\/p><p><strong>Evil Empyreans<\/strong>. A few empyreans have turned to<\/p><p>evil after venturing to the Lower Planes and becoming<\/p><p>corrupted, or as the result of being cursed by evil gods.<\/p><p>An evil empyrean can't survive long on the Upper<\/p><p>Planes and usually retreats to the Material Plane,<\/p><p>where it can rule over a kingdom of mortals as an<\/p><p>indomitable tyrant.<\/p><p>&nbsp;<\/p><p><strong>Immortal Titans<\/strong>. Empyreans don't age but can be<\/p><p>slain. Because few empyreans can imagine their own<\/p><p>demise, they fight fearlessly when drawn into battle,<\/p><p>refusing to believe that the end is upon them even when<\/p><p>standing at death's door. When an empyrean dies, its<\/p><p>spirit returns to its home plane. There, one of the fallen<\/p><p>empyrean's parents resurrects the empyrean unless he<\/p><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":"<h2>Faerie Dragon<\/h2><p>Tiny dragon, chaotic good<\/p><p><strong>Armor Class<\/strong> 15<\/p><p><strong>Hit Points<\/strong> 14 (4d4 + 4)<\/p><p><strong>Speed<\/strong> 10ft., fly 60ft.<\/p><table style=\"height: 53px;\" width=\"301\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>3 (- 4)<\/td><td>20 (+5)<\/td><td>13 (+1)<\/td><td>14 (+2)<\/td><td>12 (+1)<\/td><td>16 (+3)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Arcana +4, Perception +3, Stealth +7<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 13<\/p><p><strong>Languages<\/strong> Draconic, Sylvan<\/p><p><strong>Challenge<\/strong> 1 (200 XP) for a red, orange, or yellow faerie dragon,<\/p><p>2 (450 XP) for a green, blue, indigo, or violet faerie dragon<\/p><p><strong>Superior Invisibility<\/strong>. As a bonus action, the dragon can<\/p><p>magically turn invisible until its concentration ends (as if<\/p><p>concentrating on a spell). Any equipment the dragon wears or<\/p><p>carries is invisible with it.<\/p><p><strong>Limited Telepathy<\/strong>. Using telepathy, the dragon can magically<\/p><p>communicate with any other faerie dragon within 60 feet of it.<\/p><p>Magic Resistance. The dragon has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p><strong>Innate Spellcasting<\/strong>. The dragon's innate spellcasting ability is<\/p><p>Charisma (spell save DC 13). It can innately cast a number of<\/p><p>spells, requiring no material components. As the dragon ages<\/p><p>and changes color, it gains additional spells as shown below.<\/p><ul style=\"list-style-type: disc;\"><li>Red, l\/day each: dancing lights, mage hand, minor illusion<\/li><li>Orange, l\/day: color spray<\/li><li>Yellow, l\/day: mirror image<\/li><li>Green, l\/day: suggestion<\/li><li>Blue, l\/day: major image<\/li><li>Indigo, l\/day: hallucinatory terrain<\/li><li>Violet, ljday: polymorph&nbsp;<\/li><\/ul><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.<\/p><p>Hit: 1 piercing damage.<\/p><p><strong>Euphoria Breath<\/strong> (Recharge 5-6). The dragon exhales a puff of<\/p><p>euphoria gas at one creature within 5 feet of it. The target must<\/p><p>succeed on a DC 11 Wisdom saving throw, or for 1 minute, the<\/p><p>target can't take reactions and must roll a d6 at the start of<\/p><p>each of its turns to determine its behavior during the turn:<\/p><ul style=\"list-style-type: disc;\"><li>1-4. The target takes no action or bonus action and uses all<\/li><\/ul><p>of its movement to move in a random direction.<\/p><ul style=\"list-style-type: disc;\"><li>5- 6. The target doesn't move, and the only thing it can do<\/li><\/ul><p>on its turn is make a DC 11 Wisdom saving throw, ending the<\/p><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":"<div><h2>Flameskull<\/h2><p>Tiny undead, neutral evil<\/p><p><strong>Armor Class<\/strong> 13<\/p><p><strong>Hit Points<\/strong> 40 (9d4 + 18)<\/p><p><strong>Speed<\/strong> 0 ft., fly 40ft.<\/p><table style=\"height: 53px;\" width=\"315\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>1 (-5)<\/td><td>17 (+3)<\/td><td>14 (+2)<\/td><td>16 (+3)<\/td><td>10 (+0)<\/td><td>11 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Arcana +5, Perception +2<\/p><p><strong>Damage Resistances<\/strong> lightning, necrotic, piercing<\/p><p><strong>Damage Immunities<\/strong> cold, fire, poison<\/p><p><strong>Condition Immunities<\/strong> charmed, frightened,<\/p><p>paralyzed, poisoned<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 12<\/p><p><strong>Languages<\/strong> Common<\/p><p><strong>Challenge<\/strong> 4 (1 ,100 XP)<\/p><p>i<strong>llumination<\/strong>. The flameskull sheds either dim light in a 15-foot<\/p><p>radius, or bright light in a 15-foot radius and dim light for<\/p><p>an additional15 feet. It can switch between the options as an action.<\/p><p>&nbsp;<\/p><p><strong>Magic Resistance<\/strong>. The flameskull has advantage on saving<\/p><p>throws against spells and other magical effects.<\/p><p>&nbsp;<\/p><p><strong>Rejuvenation<\/strong>. If the flameskull is destroyed, it regair:~s all its hit ,<\/p><p>points in 1 hour unless holy water is sprinkled on its remains or<\/p><p>dispe l magic or remove curse spell is cast on them.<\/p><p>&nbsp;<\/p><p><strong>Spellcasting<\/strong>. The flameskull is a 5th-level spell caster. Its<\/p><p>spellcasting ability is Intelligence (spell save DC 13, +5 to<\/p><p>hit with spell attacks). It requires no somatic or material<\/p><p>components to cast its spells. The flameskull has the following<\/p><p>wizard spells prepared:<\/p><p>Cantrip (at will): mage hand<\/p><ul><li>1st level (3 slots): magic missile, shield<\/li><li>2nd level (2 slots): blur, flaming sphere<\/li><li>3rd level (1 slot): fireball<\/li><\/ul><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The flameskull uses Fire Ray twice.<\/p><p><strong>Fire Ray<\/strong>. Ranged Spell Attack: +5 to hit, range 30 ft., one target.<\/p><p>Hit: 10 (3d6) fire damage<\/p><p>&nbsp;<\/p><p><strong>Blazing green flames and mad<\/strong>, echoing laughter follow<\/p><p>a disembodied skull as it patrols its demesne. When<\/p><p>the undead flameskull discovers trespassers, it blasts<\/p><p>the intruders with fiery rays from its eyes and dreadful<\/p><p>spells called up from the dark recesses of its memory.<\/p><p>Dark spellcasters fashion flameskulls from the<\/p><p>remains of dead wizards. When the ritual is complete,<\/p><p>green flames erupt from the skull to complete its ghastly<\/p><p>transformation.<\/p><p>&nbsp;<\/p><p><strong>Legacy of Life<\/strong>. A flameskull only dimly recalls its<\/p><p>former life. Though it might speak in its old voice and<\/p><p>recount key events from its past, it is but an echo of its<\/p><p>former self. However, its undead transformation grants<\/p><p>it full access to the magic it wielded in life, letting it<\/p><p>cast spells while ignoring the material and somatic<\/p><p>components it can no longer employ.<\/p><p>&nbsp;<\/p><p><strong>Eternally Bound<\/strong>. Intelligent and vigilant, a flameskull<\/p><p>serves its creator by protecting a hidden treasure hoard,<\/p><p>a secret chamber, or a specific individual. A flameskull<\/p><p>carries out the directives given to it when it was created,<\/p><p>and it interprets those commands to the letter. A<\/p><p>flameskull's master must craft its instructions with care<\/p><p>to ensure that the creature carries out its tasks properly.<\/p><p>&nbsp;<\/p><p><strong>Wreathed in Flame<\/strong>. The fire wreathing a flameskull<\/p><p>burns continually, giving off bright light that the<\/p><p>creature controls. It uses those flames as a weapon,<\/p><p>focusing them to loose them as fiery rays from its<\/p><p>eye sockets.<\/p><p>&nbsp;<\/p><p><strong>Eldritch Rejuvenation<\/strong>. A flameskull's shattered<\/p><p>fragments reform unless they are splashed with holy<\/p><p>water or subjected to a dispel magic or remove curse<\/p><p>spell. If it can no longer fulfill its intended purpose,<\/p><p>the re-formed flameskull is beholden to no one and<\/p><p>becomes autonomous.<\/p><p>&nbsp;<\/p><p><strong>Undead Nature<\/strong>. A flameskull doesn't require air,<\/p><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":"<div><h2>Fomorian<\/h2><p>Huge giant, chaotic evil.<\/p><p><strong>Armor Class<\/strong> 14 (natural armor)<\/p><p><strong>Hit Points<\/strong> 149 (l3d12 + 65)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"363\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>23 (+6)<\/td><td>10 (+0)<\/td><td>20 (+5)<\/td><td>9 (- 1)<\/td><td>14 (+2)<\/td><td>6 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +8, Stealth +3<\/p><p><strong>Senses darkvision<\/strong> 120ft., passive Perception 18<\/p><p><strong>Languages<\/strong> Giant, Undercommon<\/p><p><strong>Challenge<\/strong> 8 (3,900 XP)<\/p><p><strong>Multiattack<\/strong>. The fomorian attacks twice with its greatclub or<\/p><p>makes one greatclub attack and uses Evil Eye once.<\/p><p><strong>Greatclub<\/strong>. Melee Weapon Attack: +9 to hit, reach 15ft., one<\/p><p>target. Hit: 19 (3d8 + 6) bludgeoning damage .<\/p><p><strong>Evil<\/strong> <strong>Eye<\/strong>. The fomorian magically forces a creature it can see<\/p><p>within 60 feet of it to make a DC 14 Charisma saving throw. The<\/p><p>creature takes 27 (6d8) psychic damage on a failed save, or half<\/p><p>as much damage on a successful one.<\/p><p><strong>Curse of the Evil Eye<\/strong> (Recharges after a Short or Long Rest).<\/p><p>With a stare, the fomorian uses Evil Eye, but on a failed<\/p><p>save, the creature is also cursed with magical deformities.<\/p><p>While deformed, the creature has its speed halved and has<\/p><p>disadvantage on ability checks, saving throws, and attacks<\/p><p>based on Strength or Dexterity.<\/p><p>The transformed creature can repeat the saving throw<\/p><p>whenever it finishes a long rest, ending the effect on a success.<\/p><p>&nbsp;<\/p><p><strong>The most hideous, and wicked<\/strong> of all giantkind are the<\/p><p>godles's fomohans, whose deformed bodies reflect their<\/p><p>vile demeanors. Some have facial features randomly<\/p><p>distributed around their misshapen, warty heads.<\/p><p>Others have limbs of grossly different sizes and shapes,<\/p><p>or emit terrible howls each time they draw breath<\/p><p>through misshapen mouths. Their wretched appearance<\/p><p>rarely evokes sympathy, however, for the fomorians<\/p><p>brought their doom upon themselves with the evil that<\/p><p>rules their hearts and minds.<\/p><p>&nbsp;<\/p><p><strong>Fey Curse<\/strong>. The elves remember when the fomorians<\/p><p>were among the most handsome of races, possessed<\/p><p>of brilliant minds and unrivaled magical ability. That<\/p><p>physical perfection did not extend to their hearts,<\/p><p>however, as a lust for magic and power consumed them.<\/p><p>The fomorians sought to conquer the Feywild and<\/p><p>enslave its inhabitants, claiming those creatures' magic<\/p><p>for themselves. When the fey united to defend their<\/p><p>realm, the fomorians fought them and were subjected to<\/p><p>a terrible curse.<\/p><p>&nbsp;<\/p><p><strong>One by one<\/strong>, the giants fell as their bodies were<\/p><p>warped to reflect the evil in their hearts. Stripped of<\/p><p>their grace and magical power, the wretched horrors<\/p><p>fled from the light, delving deep beneath the world<\/p><p>to nurse their hatred. Cursing their fate, they have<\/p><p>ever after plotted vengeance against the fey that<\/p><p>wronged them.<\/p><p>&nbsp;<\/p><p><strong>Giants of the Underdark<\/strong>. The fomorians dwell<\/p><p>in eerily beautiful caverns in the Underdark, rarely<\/p><p>venturing to the surface. Their lairs feature abundant<\/p><p>access to water, fish, and mushroom forests, as well as<\/p><p>to the creatures whose slave labor keeps the fomorians<\/p><p>fed. When those slaves can no longer toil, they are<\/p><p>slain and devoured. Wickedness and depravity are the<\/p><p>cornerstones of fomorian society, in which the strongest<\/p><p>and cruelest giants rule. Fomorians mark their<\/p><p>territories with the corpses of their enemies, painting<\/p><p>their cavern walls with blood or stitching together limbs<\/p><p>and body parts to make mockeries of the creatures they<\/p><p>have killed.<\/p><p>&nbsp;<\/p><p><strong>Ruined Flesh, Evil Minds<\/strong>. The deformities visited<\/p><p>on the fomorians prevent them from hurling rocks like<\/p><p>their giant kin, or wearing anything more than scraps<\/p><p>of cloth. However, the grotesque positioning of their<\/p><p>eyes, noses, and ears gives fomorians keen perceptive<\/p><p>abilities, making it hard to surprise or ambush them.<\/p><p>The greed and evil of the fomorians lies at the heart<\/p><p>of their degeneration and fall, and continues to plague<\/p><p>them. Fomorians make alliances with other creatures<\/p><p>when it suits them, but they are disloyal by nature and<\/p><p>betray their allies on a whim.<\/p><p>&nbsp;<\/p><p><strong>Curse of the Evil Eye<\/strong>. Fomorians can pass their<\/p><p>curse onto others using a power called the evil eye- a<\/p><p>last vestige of the giants' once-remarkable spellcasting<\/p><p>ability. A creature cursed by a fomorian's evil eye is<\/p><p>magically twisted and deformed, gaining a glimpse into<\/p><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":"<h2>Shrieker<\/h2><p>Medium plant, unaligned<\/p><p><strong>Armor Class<\/strong> 5<\/p><p><strong>Hit Points<\/strong> 13 (3d8)<\/p><p><strong>Speed<\/strong> 0 ft.<\/p><table style=\"height: 40px;\" width=\"286\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>1 (- 5)<\/td><td>1 (-5)<\/td><td>10 (+0)<\/td><td>1 (-5)<\/td><td>3 (- 4)<\/td><td>1 (-5)<\/td><\/tr><\/tbody><\/table><p><strong>Condition Immunities<\/strong> blinded, deafened, frightened<\/p><p><strong>Senses blindsigh<\/strong>t 30ft. (blind beyond this radius),passive Perception 6<\/p><p><strong>Languages<\/strong>-<br \/><strong>Challenge<\/strong> 0 (10 XP)<\/p><p><strong>False Appearance<\/strong>. While the shrieker remains motionless, it is<\/p><p>indistinguishable from an ordinary fungus.<\/p><p><strong>Shriek<\/strong>. When bright light or a creature is within 30 feet of the<\/p><p>shrieker, it emits a shriek audible within 300 feet of it. The<\/p><p>shrieker continues to shriek until the disturbance moves out of<\/p><p>range and for 1d4 of the shrieker's turns afterward.<\/p><p>&nbsp;<\/p><p><strong>A shrieker<\/strong> is a human-sized mushroom that emits a<\/p><p>piercing screech to drive off creatures that disturb it.<\/p><p>Other creatures use the fungi as an alarm to signal the<\/p><p>approach of prey, and various intelligent races of the<\/p><p>Underdark cultivate shriekers on the outskirts of their<\/p><p>communities to discourage trespassers.<\/p><p>&nbsp;<\/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":"<div><h2>Gas Spore<\/h2><p>Large plant, unaligned<\/p><p><strong>Armor Class<\/strong> 5<\/p><p><strong>Hit Points<\/strong> 1 (1d10 - 4)<\/p><p><strong>Speed<\/strong> 0 ft., fly 10ft. (hover)<\/p><table style=\"height: 40px;\" width=\"271\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>COM<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>5 (- 3)<\/td><td>1 (-5)<\/td><td>3 (-4)<\/td><td>1 (-5)<\/td><td>1 (-5)<\/td><td>1 (-5)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> blinded, deafened, frightened, paralyzed,<\/p><p>poisoned, prone<\/p><p><strong>Senses<\/strong> blind sight 30ft. (blind beyond this radius),<\/p><p>passive Perception 5<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/2 (100 XP)<\/p><p><strong>Death Burs<\/strong>t. The gas spore explodes when it drops to 0 hit<\/p><p>points. Each creature within 20 feet of it must succeed on a DC<\/p><p>15 Constitution saving throw or take 10 (3d6) poison damage<\/p><p>and become infected with a disease on a failed save. Creatures<\/p><p>immune to the poisoned condition are immune to this disease.<\/p><p>Spores invade an infected creature's system, killing the<\/p><p>creature in a number of hours equal to 1d12 +the creature's<\/p><p>Constitution score, unless the disease is removed. In half<\/p><p>that time, the creature becomes poisoned for the rest of the<\/p><p>duration. After the creature dies, it sprouts 2d4 Tiny gas spores<\/p><p>that grow to full size in 7 days.<\/p><p><strong>Eerie Resemblance<\/strong>. The gas spore resembles a beholder. A<\/p><p>creature that can see the gas spore can discern its true nature<\/p><p>with a successful DC 15 Intelligence (Nature) check.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Touch<\/strong>. Melee Weapon Attack: +0 to hit, reach 5 ft. , one<\/p><p>creature. Hit: 1 poison damage, and the creature must succeed<\/p><p>on a DC 10 Constitution saving throw or become infected with<\/p><p>the disease described in the Death Burst trait.<\/p><p>&nbsp;<\/p><p><strong>The first gas spores<\/strong> are thought to have been spawned<\/p><p>from dead beholders, whose moldering corpses fed a<\/p><p>parasitic fungus with aberrant magic. Having long since<\/p><p>adapted into a unique plant creature, a gas spore grows<\/p><p>quickly and purposefully out of any corpse, creating a<\/p><p>malevolent-looking mockery of the most feared denizen<\/p><p>of the Underdark.<\/p><p>&nbsp;<\/p><p><strong>Eye Tyrant's Form<\/strong>. A gas spore is a spherical,<\/p><p>balloon-like fungus that resembles a beholder from a<\/p><p>distance, though its true nature becomes. increasingly<\/p><p>obvious as one approaches it. The monster possesses<\/p><p>a blind central \"eye\" and rhizome growths sprouting<\/p><p>from its upper surface, superficially resembling a<\/p><p>beholder's eyestalks.<\/p><p>&nbsp;<\/p><p><strong>Death Burst<\/strong>. A gas spore is a hollow shell filled with a<\/p><p>lighter-than-air gas that enables it to float as a beholder<\/p><p>does. Piercing the shell with even the weakest attack<\/p><p>causes the creature to burst apart, releasing a cloud<\/p><p>of deadly spores. A creature that inhales the spores<\/p><p>becomes host to them, and is often dead within a day. Its<\/p><p>corpse then becomes the spawning ground from which<\/p><p>new gas spores arise.<\/p><p>&nbsp;<\/p><p><strong>Beholder Memories<\/strong>. A gas spore that sprouts from a<\/p><p>beholder's corpse sometimes carries within it memories<\/p><p>of its deceased parent. When the gas spore explodes, its<\/p><p>deadly spores cast those memories adrift. Any creature<\/p><p>that inhales the spores and survives inherits one or<\/p><p>more of the beholder's fragmented memories, and might<\/p><p>gain useful information about the beholder's former lair<\/p><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":"<div><h2>Dao<\/h2><p>Large elemental, neutral evil<\/p><p><strong>Armor Class<\/strong> 18 (natural armor)<\/p><p><strong>Hit Points<\/strong> 187 (15d10 + 105)<\/p><p><strong>Speed<\/strong> 30ft., burrow 30ft., fly 30ft.<\/p><table style=\"height: 53px;\" width=\"324\"><tbody><tr><td>STR<\/td><td>DEX<\/td><td>CON<\/td><td>INT<\/td><td>WIS<\/td><td>CHA<\/td><\/tr><tr><td>23 (+6)<\/td><td>12 (+1)<\/td><td>24 (+7)<\/td><td>12 (+1)<\/td><td>13 (+1)<\/td><td>14 (+2)<\/td><\/tr><\/tbody><\/table><strong>Saving Throws<\/strong> lnt +5, Wis +5 , Cha +6<br \/><br \/><strong>Condition Immunities<\/strong> petrified<br \/><br \/><strong>Senses<\/strong> darkvision 120ft., passive Perception 11<br \/><br \/><strong>Languages<\/strong> Terran<br \/><br \/><strong>Challenge<\/strong> 11 (7,200 XP)<br \/><br \/><strong>Earth Glide<\/strong>. The dao can burrow through nonmagical,<br \/>unworked earth and stone. While doing so, the dao doesn't<br \/>disturb the material it moves through .<br \/><strong>Elemental Demise<\/strong>. If the dao dies, its body disintegrates into<br \/>crystalline powder, leaving behind only equipment the dao was wearing or carrying.<\/div><div><strong>Innate Spellcasting<\/strong>. The dao's innate speilcasting ability is<br \/>Charisma (spell save DC 14, +6 to hit with spell attacks).<\/div><div>It&nbsp;can innately cast the following spells, requiring no material<br \/>components:<br \/><strong>At will<\/strong>: detect evil and good, detect magic, stone shape<br \/><strong>3\/day<\/strong> <strong>each<\/strong>: passwall, move earth, tongues<br \/><strong>1\/day<\/strong> <strong>each<\/strong>: conjure elemental (earth elemental only), gaseous<br \/>form, invisibility, phantasmal killer, plane shift, wall of stone.<br \/><strong>Sure-Footed<\/strong>. The dao has advantage on Strength and Dexterity<br \/>saving throws made against effects that would knock it prone.<br \/><strong>ACTIONS<\/strong><br \/><strong>Multiattack<\/strong>. The dao makes two fist attacks or two<br \/>maul attacks.<br \/><strong>Fist<\/strong>. Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target.<br \/>Hit: 15 (2d8 + 6) bludgeoning damage.<br \/><strong>Maul<\/strong>. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.<br \/>Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge<br \/>or smaller creature, it must succeed on a DC 18 Strength check<br \/>or be knocked prone.<\/div><div>&nbsp;<\/div><div><strong>Dao are greedy, malicious genies<\/strong> from the Elemental<br \/>Plane of Earth. They adorn themselves with jewelry<br \/>crafted from precious gems and rare metals, and when<br \/>they fly, their lower bodies become columns of swirling<br \/>sand. A dao isn't happy unless it is the envy of other dao.<\/div><div><br \/><strong>All That Glitters<\/strong>. The dao dwell in complexes of<br \/>twisting tunnels and glittering ore-veined caverns<br \/>on the Elemental Plane of Earth. These mazeworks<br \/>are continually expanding as the dao delve into and<br \/>reshape the rock around them. Dao care nothing for<br \/>the poverty or misfortune of others. A dao might grind<br \/>powdered gems and gold dust over its food to heighten<br \/>the experience of eating, devouring its wealth as mortals<br \/>consume a precious spice.<\/div><div><br \/><strong>Lords of the Earth<\/strong>. A dao never assists a mortal<br \/>unless the genie has something to gain, preferably<br \/>treasure. Among the genies, dao are on speaking and<br \/>trading terms with the efreet, but they have nothing<br \/>but scorn for djinn and marids. Other races native to<br \/>the Elemental Plane of Earth avoid the dao, which are<br \/>always seeking new slaves to mine the mazeworks of<br \/>their floating earth islands.<\/div><div><br \/><strong>Proud Slavers<\/strong>. The dao trade for the finest slaves<br \/>that money can buy, forcing them to work in dangerous<br \/>subterranean realms that rumble with earthquakes.<br \/>As much as they enjoy enslaving others, the dao<br \/>hate being enslaved. Powerful wizards have been<br \/>known to lure dao to the Material Plane and trap them<br \/>in the confines of magic gemstones or iron flasks.<br \/>Unfortunately for the dao, their greed makes it relatively<br \/>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":"<h2>Violet Fungus<\/h2><p>Medium plant, unaligned<\/p><p><strong>Armor Class<\/strong> 5<\/p><p><strong>Hit Points<\/strong> 18 (4d8)<\/p><p><strong>speed<\/strong> 5 ft.<\/p><table style=\"height: 40px;\" width=\"268\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>3 (- 4)<\/td><td>1 (-5)<\/td><td>10 (+0)<\/td><td>1 (-5)<\/td><td>3 (- 4)<\/td><td>1 (-5)<\/td><\/tr><\/tbody><\/table><p><strong>Condition Immunities<\/strong> blinded, deafened, frightened<\/p><p><strong>Senses<\/strong> blindsight 30ft. (blind beyond this radius),<\/p><p>passive Perception 6<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>False Appearance<\/strong>. While the violet fungus remains motionless,<\/p><p>it is indistinguishable from an ordinary fungu s.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The fungu s makes 1d4 Rotting Touch attacks.<\/p><p><strong>Rotting Touch<\/strong>. Melee Weapon Attack: +2 to hit, reach 10ft., one<\/p><p>creature. Hit: 4 (1d8) necrotic damage.<\/p><p>&nbsp;<\/p><p><strong>This purplish mushroom<\/strong> uses root-like feelers growing<\/p><p>from its base to creep across cavern floors. The four<\/p><p>stalks protruding from a violet fungi's central mass<\/p><p>are used to lash out at prey, rotting flesh with the<\/p><p>slightest touch. Any creature killed by a violet fungus<\/p><p>decomposes rapidly. A new violet fungus sprouts from<\/p><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":"<div><h2>Galeb Duhr<\/h2><p>Medium elemental, neutral<\/p><p><strong>Armor Class<\/strong> 16 (natural armo r)<\/p><p><strong>Hit Points<\/strong> 85 (9d8 + 45)<\/p><p><strong>Speed<\/strong> 15ft. (30ft. when rolling, 60ft. rolling downhill)<\/p><table style=\"height: 53px;\" width=\"304\"><tbody><tr><td>STR<\/td><td>DEX<\/td><td>CON<\/td><td>INT<\/td><td>WIS<\/td><td>CHA<\/td><\/tr><tr><td>20 (+5)<\/td><td>14 (+2)<\/td><td>20 (+5)<\/td><td>11 (+0)<\/td><td>12 (+1)<\/td><td>11 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p><p>nonmagical weapons<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> exhaustion, paralyzed,<\/p><p>poisoned, petrified<\/p><p><strong>Senses<\/strong> darkvision 60ft., tremorsense 60ft.,<\/p><p><strong>passive Perception<\/strong> ll<\/p><p><strong>Languages<\/strong> Terran<\/p><p><strong>Challenge<\/strong> 6 (2,300 XP)<\/p><p><strong>False Appearance<\/strong>. While the ga leb duhr remains motionless, it<\/p><p>is indistinguishable from a normal boulder.<\/p><p><strong>Rolling Charge<\/strong>. If the galeb duhr rolls at least 20 feet straight<\/p><p>toward a target and then hits it with a slam attack on the same<\/p><p>turn, the target takes an extra 7 (2d6) bludgeoning damage. If<\/p><p>the target is a creature, it must succeed on a DC 16 Strength<\/p><p>saving throw or be knocked prone.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Slam<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.<\/p><p>Hit: 12 (2d6 + 5) bludgeoning damage.<\/p><p><strong>Animate Boulders<\/strong> (1\/Day). The galeb duhr magically animates<\/p><p>up to two boulders it can see within 60 feet of it. A boulder has<\/p><p>statistics like those of a galeb duhr, except it has Intelligence 1<\/p><p>and Charisma 1, it can't be charmed or frightened, and it lacks<\/p><p>this action option. A boulder remains animated as long as<\/p><p>the galeb duhr maintains concentration, up to l minute (as if<\/p><p>concentrating on a spell).<\/p><p>&nbsp;<\/p><p><strong>The galeb duhr<\/strong> is a boulder-like creature with stumpy<\/p><p>appendages that act as arms and legs. It has the ability<\/p><p>to animate the rocks and boulders around it, and is thus<\/p><p>usually encountered in rocky terrain.<\/p><p>&nbsp;<\/p><p><strong>Powerful magic<\/strong> allows a spellcaster to summon a<\/p><p>galeb duhr from the Plane of Earth. Some galeb duhr<\/p><p>also form naturally in places touched by that plane. The<\/p><p>galeb duhr is imbued with greater intelligence than most<\/p><p>elementals, allowing it to better assess threats and to<\/p><p>communicate with creatures entering its guarded area.<\/p><p>&nbsp;<\/p><p><strong>Stone Guardian<\/strong>. A galeb duhr doesn't age or require<\/p><p>sustenance, making it an excellent sentinel. A powerful<\/p><p>druid might charge a galeb duhr with protecting a stone<\/p><p>circle or sacred hilltop. Another galeb duhr might be<\/p><p>created to guard an underground tomb or a wizard's<\/p><p>tower. When it chooses to, the galeb duhr can make<\/p><p>itself look like an ordinary boulder, remaining perfectly<\/p><p>still for years at a time.<\/p><p>&nbsp;<\/p><p><strong>A galeb duhr is permanently bound to the Material<\/strong><\/p><p><strong>Plane<\/strong>, so that when it dies, it doesn't return to the Plane<\/p><p>of Earth. It has an excellent memory and is more than<\/p><p>happy to share information regarding its environment<\/p><p>with creatures it doesn't regard as threats.<\/p><p>&nbsp;<\/p><p><strong>Stone Connection<\/strong>. A galeb duhr can become one with<\/p><p>the earth around it, allowing it to imbue nearby rocks<\/p><p>and boulders with a semblance of life. The galeb duhr<\/p><p>uses its animated boulders to frighten away interlopers<\/p><p>and defend whatever it has been charged to protect.<\/p><p>When it needs to move close to those intruders, it<\/p><p>presses its limbs tight to its body and rolls forward at a<\/p><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":"<div><h2>Marid<\/h2><p>Large elemental, chaotic neutral<\/p><p><strong>Armor Class<\/strong> 17 (natural armor)<\/p><p><strong>Hit Points<\/strong> 229 (17d10 + 136)<\/p><p><strong>Speed<\/strong> 30ft., fly 60ft., swim 90ft.<\/p><table style=\"height: 53px;\" width=\"305\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>22 (+6)<\/td><td>12 (+1)<\/td><td>26 (+8)<\/td><td>18 (+4)<\/td><td>17 (+3)<\/td><td>18 (+4)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Dex +5, Wis +7, Cha +8<\/p><p><strong>Damage Resistances<\/strong> acid, cold, lightning<\/p><p><strong>Senses<\/strong> blindsight 30ft., darkvision 120ft.,<\/p><p>passive Perception 13<\/p><p><strong>Languages<\/strong> Aquan<\/p><p><strong>Challenge<\/strong> 11 (7,200 XP)<\/p><p><strong>Amphibious<\/strong>. The marid can breathe air and water.<\/p><p><strong>Elemental Demise<\/strong>. If the marid dies, its body disintegrates into<\/p><p>a burst of water and foam , leaving behind only equipment the<\/p><p>marid was wearing or carrying.<\/p><p><strong>Innate Spellcasting<\/strong>. The marid's innate spellcasting ability is<\/p><p>Charisma (spell save DC 16, +8 to hit witn spell attacks). It<\/p><p>can innately cast the following spells, requiring no material<\/p><p>components:<\/p><p><strong>At will<\/strong>: create or destroy water, detect evil and good, detect<\/p><p>magic,fog cloud, purify food and drink<\/p><p><strong>3\/day each<\/strong>: tongues, water breathing, water walk<\/p><p><strong>1\/day each<\/strong>: conjure elemental (water elemental only), control<\/p><p>water, gaseous form, invisibility, plane shift<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The marid makes two trident attacks.<\/p><p><strong>Trident<\/strong>. Melee or Ranged Weapon Attack: +10 to hit, reach 5<\/p><p>ft. or range 20\/60 ft., one target. Hit: 13 (2d6 + 6) piercing<\/p><p>damage, or 15 (2d8 + 6) piercing damage if used with two<\/p><p>hands to make a melee attack.<\/p><p><strong>Water jet<\/strong>. The marid magically shoots water in a 60-foot lin e<\/p><p>that is 5 feet wide. Each creature in that line must make a DC<\/p><p>16 Dexterity saving throw. On a failure, a target takes 21 (6d6)<\/p><p>bludgeoning damage and, if it is Huge or smaller, is pushed<\/p><p>up to 20 feet away from the marid and knocked prone. On a<\/p><p>success, a target takes half the bludgeoning damage, but is<\/p><p>neither pushed nor knocked prone.<\/p><p>&nbsp;<\/p><p><strong>Hailing from the Elemental Plane of Water<\/strong>, the marids<\/p><p>are the most wondrous of genie-kind. Although all<\/p><p>genies wield great power, even the lowliest marid sees<\/p><p>itself as clearly superior to the flighty djinn, the ground-<br \/>hugging dao, and the fuming efreet.<\/p><p>&nbsp;<\/p><p><strong>Large and piscine<\/strong>, marids are a strange sight to<\/p><p>behold, particularly when clad in the finely stitched vests<\/p><p>and colorful pantaloons they favor. They speak in voices<\/p><p>as soft as the sea breeze or as sonorous as storm waves<\/p><p>breaking against a rocky cliff. In flight, their lower<\/p><p>bodies transform into columns of foamy water.<\/p><p>&nbsp;<\/p><p><strong>Water Lords<\/strong>. Water is a marid's native element,<\/p><p>and the genie can manipulate water in virtually any<\/p><p>way it desires. A marid can walk on water and breathe<\/p><p>naturally beneath its surface. It can create water or<\/p><p>shape clouds of fog and mist from the vapor in the air.<\/p><p>It can even transform itself into mist, or use water as a<\/p><p>weapon to bludgeon its foes.<\/p><p>&nbsp;<\/p><p><strong>Marid Homes<\/strong>. Marids are rare on the Material Plane.<\/p><p>They inhabit mighty and majestic coral fortresses<\/p><p>located in the Elemental Plane of Water. These citadels<\/p><p>float in the depths of the plane and contain opulent, air-<br \/>filled chambers where slaves and guests reside.<\/p><p>&nbsp;<\/p><p><strong>A marid doesn't expect much from its slaves<\/strong>, simply<\/p><p>wanting to have them for the status of ownership.<\/p><p>Marids go out of their way to obtain skilled slaves, and<\/p><p>aren't above kidnapping mortal artists, entertainers, or<\/p><p>storytellers for use in their courts.<\/p><p>&nbsp;<\/p><p><strong>Egotistical Hierarchs<\/strong>. All mar ids claim a title of<\/p><p>nobility, and the race is awash in shahs, sultans, muftis,<\/p><p>and khedives. Most of these titles are mere pretense on<\/p><p>the part of the self-important marids.<\/p><p>Marids treat all others-including other genies- as<\/p><p>inferiors of various grades, ranging from poor cousins to<\/p><p>petty annoyances. They tolerate djinn, dislike dao, and<\/p><p>despise efreet.<\/p><p>&nbsp;<\/p><p><strong>Humanoids<\/strong> are among the lowest of the creatures<\/p><p>that marids must tolerate, although they sometimes<\/p><p>deal with powerful wizards and exceptional leaders<\/p><p>on an almost-equal footing. Doing so has sometimes<\/p><p>proven to be a mistake, since wizards have managed to<\/p><p>imprison marids in conch shells, flasks, and decanters<\/p><p>over the ages. Bribery and flattery are the best means of<\/p><p>dealing with marids, to which an obsequious mortal is a<\/p><p>creature that knows its place.<\/p><p>&nbsp;<\/p><p><strong>Whimsical Storytellers<\/strong>. Marids are champion tale-<br \/>tellers, whose favorite legends emphasize the prowess<\/p><p>of marids in general and of the speaker in particular.<\/p><p>Fanciful genies, they lie often and creatively. They aren't<\/p><p>always malicious in their deception, but embellishments<\/p><p>suit their fancy. Marids consider it a crime for a lesser<\/p><p>being to interrupt one of their tales, and offending a<\/p><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":"<h2>Githyanki Warrior<\/h2><p>Medium humanoid (gith), lawful evil<\/p><p><strong>Armor Class<\/strong> 17 (half plate)<\/p><p><strong>Hit Points<\/strong> 49&nbsp;(9d8 + 9)<\/p><p><strong>Speed<\/strong> 30 ft.<\/p><table style=\"height: 40px;\" width=\"392\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td><p>15(+2)<\/p><\/td><td><p>14(+2)<\/p><\/td><td><p>12(+1 )<\/p><\/td><td><p>13(+1)<\/p><\/td><td><p>13(+1)<\/p><\/td><td><p>10(+0)<\/p><\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws&nbsp;<\/strong>con+3 int+3 wis+3<\/p><p><strong>senses<\/strong> passive preception<\/p><p><strong>language<\/strong> gith<\/p><p><strong>challange<\/strong> 3(700 XP)<\/p><p><strong>Innate Spellcasting<\/strong> (Psionics). The githyanki's innate<\/p><p>spellcasting ability is Intelligence. It can innately cast the<\/p><p>following spells, requiring no components:<\/p><p><strong>At will<\/strong>: mage hand (the hand<\/p><p><strong>3\/day<\/strong> each: jump, misty step, nondetection (self only)<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The githyanki makes two greatsword attacks.<\/p><p><strong>Greatsword<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft<\/p><p>one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6)<\/p><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":"<h2>Githyanki Knight<\/h2><p>Medium humanoid (gith), lawful evil<\/p><p><strong>Armor Class<\/strong> 18 (plate)<\/p><p><strong>Hit Points<\/strong> 91 (14d8+8)<\/p><p><strong>Speed<\/strong> 30 ft.<\/p><table style=\"height: 75px;\" width=\"305\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td><p>16 (+3)<\/p><\/td><td><p>14 (+2)<\/p><\/td><td><p>15 (+2)<\/p><\/td><td><p>14 (+2)<\/p><\/td><td><p>14 (+2)<\/p><\/td><td><p>15 (+2)<\/p><\/td><\/tr><\/tbody><\/table><p><strong>saving throws<\/strong> con+5 int+5 wis+5<\/p><p><strong>senses passive<\/strong> preception 12<\/p><p><strong>Languages<\/strong> Gith<\/p><p><strong>challange<\/strong> 8 (3,900 XP)<\/p><p><strong>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><p><strong>At will<\/strong>: mage hand (the hand is invisible)<\/p><p><strong>3\/day<\/strong> each: jump, misty step, nondetection (self only), tongues<\/p><p><strong>l\/day<\/strong> each: plane shift, telekinesis<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The githyanki makes two silver greatsword attacks.<\/p><p><strong>Silver Greatsword<\/strong>. Melee Weapon Attack: +9 to hit, reach<\/p><p>5 ft., one target. Hit: 13 (2d6 + 6)<\/p><p>10 (3d6) psychic damage. This is a magic weapon attack.<\/p><p>On a critical hit against a target in an astral body (as with<\/p><p>the astral projection spell), the githyanki can cut the silvery<\/p><p>cord that tethers the target to its material body, instead of<\/p><p>dealing damage.<\/p><p>&nbsp;<\/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":"<div><h2>Githzerai Monk<\/h2><p>Medium humanoid (gith), lawful neutral<\/p><p><strong>Armor<\/strong> <strong>Class<\/strong> 14<\/p><p><strong>Hit Points<\/strong> 38 (7d8 + 7)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"315\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>12 (+1)<\/td><td>15 (+2)<\/td><td>12 (+1)<\/td><td>13 (+1)<\/td><td>14 (+2)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Innate Spellcasting<\/strong> (Psionics). The githzerai's innate<\/p><p>spellcasting ability is Wisdom. It can innately cast the following<\/p><p>spells, requiring no components:<\/p><p><strong>At will<\/strong> : mage hand (the hand is invisible)<\/p><p><strong>3\/day<\/strong> each: feather fall, jump, see invisibility, shield<\/p><p><strong>Psychic Defense<\/strong>. While the githzerai is wearing no armor and<\/p><p>wielding no shield , its AC includes its Wisdom modifier.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The githzerai makes two unarmed strikes.<\/p><p><strong>Unarmed Strike<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft. ,<\/p><p>one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8)<\/p><p><strong>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":"<h2>Githzerai Zerth<\/h2><p>Medium humanoid (gith), lawful neutral<\/p><p><strong>Armor Class<\/strong> 17<\/p><p><strong>Hit Points<\/strong> 84 (13d8 + 26)<\/p><p><strong>Speed<\/strong> 30 ft.<\/p><table style=\"height: 40px;\" width=\"343\"><tbody><tr><td>STR<\/td><td>DEX<\/td><td>CON<\/td><td>INT<\/td><td>WIS<\/td><td>CHA<\/td><\/tr><tr><td>13 (+1)<\/td><td>18 (+4)<\/td><td>15 (+2)<\/td><td>16 (+3)<\/td><td>17 (+3)<\/td><td>12 (+1)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Str +4, Dex +7, lnt +6, Wis +6<\/p><p><strong>Skills<\/strong> Arcana +6, Insight +6, Perception +6<\/p><p><strong>Senses<\/strong> passive Perception 16<\/p><p><strong>Languages<\/strong> Gith<\/p><p><strong>Challenge<\/strong> 6 (2,300 XP)<\/p><p><strong>Innate Spellcasting<\/strong> (Psionics). The githzerai's spellcasting<\/p><p>ability is Wisdom (spell save DC 14, +6 to hit with spell<\/p><p>attacks). It can innately cast the following spells, requiring no components:<\/p><p><strong>At will<\/strong>: mage hand (the hand is invisible)<\/p><p><strong>3\/day<\/strong> each:feather fall, jump, see invisibility, shield<\/p><p><strong>1\/day<\/strong> each: phantasmal killer, plane shift<\/p><p><strong>Psychic Defense<\/strong>. While the githzerai is wearing no armor and<\/p><p>wielding no shield, its AC includes its Wisdom modifier.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The githzerai makes two unarmed strikes.<\/p><p><strong>Unarmed Strike<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft. ,<\/p><p>one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8)<\/p><p><strong>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":"<div><h2>Gnoll Pack Lord<\/h2><p>Medium humanoid (gno\/1), chaotic evil<\/p><p><strong>Armor Class<\/strong> 15 (hide armor, shield)<\/p><p><strong>Hit Points<\/strong> 22 (5d8)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"342\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>16 (+3)<\/td><td>14 (+2)<\/td><td>13 (+1)<\/td><td>8 (- 1)<\/td><td>11 (+0)<\/td><td>9 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Gnoll<\/p><p><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Rampage<\/strong>. When the gnoll reduces a creatu re to 0 hit points<\/p><p>with a melee attack on its turn , the gnoll can take a bonus<\/p><p>action to move up to half its speed and make a bite attack.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The gnoll makes two attacks, either with its glaive<\/p><p>or its lon gbow, and uses its Incite Rampage if it can.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.<\/p><p>Hit: 5 (1d4 + 3) piercing damage.<\/p><p><strong>Glaive<\/strong>. Melee Weapon Attack: +5 to hit, reach 10ft., one target.<\/p><p>Hit: 8 (1d10 + 3) slashing damage .<\/p><p><strong>Longbow<\/strong>. Ranged Weapon Attack: +4 to hit, range 1 50J600 ft.,<\/p><p>one target. Hit: 6 (1d8 + 2) piercing damage .<\/p><p><strong>Incite Rampage<\/strong> (Recharge 5- 6). One creature the gnoll can see<\/p><p>within 30 feet of it can use its reaction to make a melee attack<\/p><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":"<div><h2>Gnoll Fang Of Yeenohu<\/h2><p>Medium fiend (gno\/1), chaotic evil<\/p><p><strong>Armor Class<\/strong> 14 (hide armor)<\/p><p><strong>Hit Points<\/strong> 65 (10d8 + 20)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"368\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>17 (+3)<\/td><td>15 (+2)<\/td><td>15 (+2)<\/td><td>10 (+0)<\/td><td>11 (+0)<\/td><td>13 (+1)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Con +4, Wis +2, Cha +3<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Abyssal, Gnoll<\/p><p><strong>Challenge<\/strong> 4 (1 ,100 XP)<\/p><p><strong>Rampage<\/strong>. When the gnoll reduces a creatu re to 0 hit points<\/p><p>with a melee attack on its turn , the gnoll ca n take a bonus<\/p><p>action to move up to half its speed and make a bite attack.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The gnoll makes three attacks: one with its bite<\/p><p>and two with its claws.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.<\/p><p>Hit: 6 (1d6 + 3) pierci ng damage, and the target must<\/p><p>succeed on a DC 12 Constitution saving throw or take 7 (2d6)<\/p><p>poison damage.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.<\/p><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":"<div><h2>Goblin Boss<\/h2><p>Small humanoid (goblinoid), neutral evil<\/p><p><strong>Armor Class<\/strong> 17 (chain shirt, shield)<\/p><p><strong>Hit Points<\/strong> 21 (6d6)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"325\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>10 (+0)<\/td><td>14 (+2)<\/td><td>10 (+0)<\/td><td>10 (+0)<\/td><td>14 (+2)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Stealth +6<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 9<\/p><p><strong>Languages<\/strong> Common, Goblin<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>Nimble Escape<\/strong>. The goblin can take the Disengage or Hide<\/p><p>action as a bonus action on each of its turns.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The goblin makes two attacks with its scimitar.<\/p><p>The second attack has disadvantage.<\/p><p><strong>Scimitar<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one<\/p><p>target. Hit: 5 (1d6 + 2) slashing damage.<\/p><p><strong>javelin<\/strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or<\/p><p>range 30\/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.<\/p><p><strong>REACTIONS<\/strong><\/p><p><strong>Redirect Attack<\/strong>. When a creature the goblin can see targets<\/p><p>it with an attack, the goblin chooses another goblin within 5<\/p><p>feet of it. The two goblins swap places, and the chosen goblin<\/p><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":"<div><h2>Grell<\/h2><p>Medium aberration, neutral evil<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 55 (10d8 + 10)<\/p><p><strong>Speed<\/strong> 10ft., fly 30ft. (hover)<\/p><table style=\"height: 53px;\" width=\"305\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>15 (+2)<\/td><td>14 (+2)<\/td><td>13 (+1)<\/td><td>12 (+1)<\/td><td>11 (+0)<\/td><td>9 (- 1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +4, Stealth +6<\/p><p><strong>Damage Immunities<\/strong> lightning<\/p><p><strong>Condition Immunities<\/strong> blinded, prone<\/p><p><strong>Senses<\/strong> blindsight 60ft. (blind beyond this radius),<\/p><p><strong>passive<\/strong> Perception 14<\/p><p><strong>Languages<\/strong> Grell<\/p><p><strong>Challenge<\/strong> 3 (700 XP)<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The grell makes two attacks: one with its tentacles<\/p><p>and one with its beak.<\/p><p><strong>Tentacles<\/strong>. Melee Weapon Attack: +4 to hit, reach 10ft., one<\/p><p>creature. Hit: 7 (1d10 + 2) piercing damage, and the target<\/p><p>must succeed on a DC 11 Constitution saving throw or be<\/p><p>poisoned for 1 minute. The poiso ned target is paralyzed, and<\/p><p>it can repeat the saving throw at the end of each of its turns,<\/p><p>ending the effect on a success.<\/p><p>The target is also grappled (escape DC 15). If the target is<\/p><p>Medium or smaller, it is also restrained until this grapple ends.<\/p><p>While grappling the target, the grell has advantage on attack<\/p><p>rolls agai nst it and can't use this attack aga inst other targets.<\/p><p>When the grell moves, any Medium or sma ller target it is<\/p><p>gra ppling moves with it.<\/p><p><strong>Beak<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.<\/p><p>Hit: 7 (2d4 + 2) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>A grell<\/strong> resembles a bulbous floating brain with a wide,<\/p><p>sharp beak. Its ten long tentacles a re made of hundreds<\/p><p>of ring-shaped muscles sheathed in tough fibrous<\/p><p>hide. Sharp barbs line the tip each tentacle and inject<\/p><p>paralytic venom. The grell can pa rti ally retract its barbs<\/p><p>into its tentacles to handle or manipulate objects it<\/p><p>doesn't want to pierce or tear.<\/p><p>&nbsp;<\/p><p><strong>Grells have no eyes<\/strong> and floats by means of a sort of<\/p><p>levitation. They have keen hearing, however, and their<\/p><p>skin is s ensitive to vibrations and electrical fields,<\/p><p>a llowing them to detect the presence of creatures and<\/p><p>objects in their immediate vicinity. The creature's ability<\/p><p>to manipulate electricity to sense and move also allow it<\/p><p>to absorb lightning without harm.<\/p><p>Although solitary by nature, grells sometimes gather<\/p><p>in small groups called covens.<\/p><p>&nbsp;<\/p><p><strong>Floating Ambushers<\/strong>. A grell prefers to ambush<\/p><p>lone creatures or stragglers, hovering silently near the<\/p><p>ceiling of a passage or cavern until a suitable target<\/p><p>passes below, whereupon it descends quickly and wraps<\/p><p>its tentacles around its prey. It then floats away to its lair<\/p><p>with the paralyzed creature in its clutches.<\/p><p>&nbsp;<\/p><p><strong>Alien Devourers<\/strong>. Grell are alien predators that group<\/p><p>other creatures into three categories: edibles, inedibles,<\/p><p>and Great Eaters (those rare creatures that might prey<\/p><p>on a grell). Grells have no compunction about attacking<\/p><p>creatures they classify as edible, including humanoids.<\/p><p>They tend to avoid bigger creatures that they have little<\/p><p>hope of carrying away.<\/p><p>&nbsp;<\/p><p><strong>A grell will sometimes<\/strong> allow adventurers to wage<\/p><p>war on the other monstrous inhabitants of the dungeon<\/p><p>complex it calls home, staying out of the adventurers'<\/p><p>way as they dispose of larger threats while waiting for<\/p><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":"<div><h2>Grick Alpha<\/h2><p>Large monstrosity, neutral<\/p><p><strong>Armor Class<\/strong> 18 (natural armor)<\/p><p><strong>Hit Points<\/strong> 75 (10d10 + 20)<\/p><p><strong>Speed<\/strong> 30ft., clim b 30ft.<\/p><table style=\"height: 40px;\" width=\"309\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>16 (+3)<\/td><td>15 (+2)<\/td><td>4 (-3)<\/td><td>14 (+2)<\/td><td>9 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, and slashing<\/p><p>damage from nonmagical weapons<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 12<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 7 (2,900 XP)<\/p><p><strong>Stone Camouflage<\/strong>. The grick has advantage on Dexterity<\/p><p>(Stealth) checks made to hide in rocky terrain.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The grick makes two attacks: one with its tail and<\/p><p>one with its tentacles. If it hits with its tentacles, the grick can<\/p><p>make one beak attack against the same target.<\/p><p><strong>Tail<\/strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one target.<\/p><p>Hit: 11 (2d6 + 4) bludgeoning damage.<\/p><p><strong>Tentacles<\/strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one<\/p><p>target. Hit: 22 (4d8 + 4) slashing damage.<\/p><p><strong>Beak<\/strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one target.<\/p><p>Hit: 13 (2d8 + 4) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>The wormlike grick waits unseen<\/strong>, blending in with the<\/p><p>rock of the caves and caverns it haunts. Only when prey<\/p><p>comes near does it rear up, its four barbed tentacles<\/p><p>unfurling to reveal its hungry, snapping beak.<\/p><p>&nbsp;<\/p><p><strong>Passive Predators<\/strong>. Gricks rarely hunt. Instead, they<\/p><p>drag their rubbery bodies to places where creatures<\/p><p>regularly pass, lurking out of sight amid rocky rubble<\/p><p>and debris, squeezing into burrows, holes, or crevices,<\/p><p>climbing up to ledges, or coiling a round stalactites<\/p><p>to drop on unwary prey. A grick consumes virtually<\/p><p>anything that moves except for other gricks. It targets<\/p><p>the nearest prey, grabbing a fallen creature with its<\/p><p>tentacles and dragging it off to eat alone.<\/p><p>&nbsp;<\/p><p><strong>Roving Ambushers<\/strong>. Gricks remain in an area until<\/p><p>the food supply dwindles, often because sentient<\/p><p>creatures become aware of their presence and plot<\/p><p>alternate routes a round their lairs. When prey is scarce<\/p><p>in the Underdark, gricks venture aboveground to hunt<\/p><p>in the wilderness, lurking in trees or on cliff-side ledges.<\/p><p>A grick pack is often led by a single well-fed, oversized<\/p><p>alpha around which the others congregate.<\/p><p>&nbsp;<\/p><p><strong>Spoils of Slaughter<\/strong>. Over time, grick lairs accumulate<\/p><p>the cast-off possessions of intelligent prey, and expert<\/p><p>guides know to look out for these telltale signs.<\/p><p>Underdark explorers sometimes seal off the routes<\/p><p>leading to and from a grick lair to starve them, then<\/p><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":"<div><h2>Helmed Horor<\/h2><p>Medium construct, neutral<\/p><p><strong>Armor Class<\/strong> 20 (plate, shield)<\/p><p><strong>Hit Points<\/strong> 60 (8d8 + 24)<\/p><p><strong>Speed<\/strong> 30ft., fly 30ft.<\/p><table style=\"height: 40px;\" width=\"430\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>13 (+1)<\/td><td>16 (+3)<\/td><td>10 (+0)<\/td><td>10 (+0)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +4<\/p><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p><p>non magical weapons that aren't adamantine<\/p><p><strong>Damage Immunities<\/strong> force, necrotic, poison<\/p><p><strong>Condition Immunities<\/strong> blinded, charmed, deafened, frightened,<\/p><p>paralyzed, petrified, poisoned, stunned<\/p><p><strong>Senses<\/strong> blind sight 60ft. (blind beyond this radius),<\/p><p>passive Perception 14<\/p><p><strong>Languages<\/strong> understands the languages of its creator but<\/p><p>can't speak<\/p><p><strong>Challenge<\/strong> 4 (1 ,100 XP)<\/p><p><strong>Magic Resistance<\/strong>. The helmed horror has advantage on saving<\/p><p>throws against spells and other magical effects.<\/p><p><strong>Spell Immunity<\/strong>. The helmed horror is immune to three spells<\/p><p>chosen by its creator. Typical immunities include fireball, heat<\/p><p>metal, and lightning bolt.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The helmed horror makes two longsword attacks.<\/p><p><strong>Longsword<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one<\/p><p>target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)<\/p><p>slashing damage if used with two hands.<\/p><p>&nbsp;<\/p><p><strong>This construct possesses<\/strong> intelligence, the ability<\/p><p>to reason and adjust its tactics, and an unswerving<\/p><p>devotion to its maker that persists even after its<\/p><p>maker's demise. Resembling an animated suit of<\/p><p>empty plate armor, a helmed horror serves without<\/p><p>ambition or emotion.<\/p><p>&nbsp;<\/p><p><strong>Magical Purpose<\/strong>. Though it takes more magical<\/p><p>resources to create a helmed horror than a lesser<\/p><p>suit of animated armor, the helmed horror requires<\/p><p>less direction and maintenance as it carries out its<\/p><p>appointed tasks. A helmed horror follows its orders<\/p><p>with complete loyalty, and is intelligent enough to<\/p><p>understand the difference between an order's intent and<\/p><p>its exact wording. Unlike many constructs, it seeks to<\/p><p>fulfill the former rather than slavishly follow the latter.<\/p><p>&nbsp;<\/p><p><strong>Tactical Cunning<\/strong>. A helmed horror fights with<\/p><p>the cunning of a skilled warrior, taking to the air as<\/p><p>it attacks weaker characters and spellcasters first.<\/p><p>However, a helmed horror lacks the insight to change<\/p><p>its environment, fortify it, or otherwise take active<\/p><p>measures to improve its defensive position.<\/p><p>&nbsp;<\/p><p><strong>Constructed Nature<\/strong>. A helmed horror doesn't<\/p><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":"<div><h2>Hobgoblin Capitan<\/h2><p>Medium humanoid (goblinoid), lawful evil<\/p><p><strong>Armor Class<\/strong> 17 (half plate)<\/p><p><strong>Hit Points<\/strong> 39 (6d8 + 12)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"304\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>15 (+2)<\/td><td>14 (+2)<\/td><td>14 (+2)<\/td><td>12 (+1)<\/td><td>10 (+0)<\/td><td>13 (+1)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Common, Goblin<\/p><p><strong>Challenge<\/strong> 3 (700 XP)<\/p><p><strong>Martial Advantage<\/strong>. Once per turn, the hobgoblin can deal<\/p><p>an extra 10 (3d6) damage to a creature it hits with a weapon<\/p><p>attack if that creature is with in 5 feet of an ally of the hobgoblin<\/p><p>that isn't incapacitated.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The hobgoblin makes two greatsword attacks.<\/p><p><strong>Greatsword<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one<\/p><p>target. Hit: 9 (2d6 + 2) piercing damage.<\/p><p><strong>Javelin<\/strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or<\/p><p>range 30\/ 120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.<\/p><p><strong>Leadership<\/strong> (Recharges after a Short or Long Rest). For 1<\/p><p>minute, the hobgoblin can utter a special command or warning<\/p><p>whenever a nonhostile creature that it can see within 30 feet<\/p><p>of it makes an attack roll or a saving throw. The creature can<\/p><p>add a d4 to its roll provided it can hear and understand the<\/p><p>hobgoblin. A creature can benefit from only one Leadership die<\/p><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":"<div><h2>Hobgoblin Warlord<\/h2><p>Medium humanoid (goblinoid), lawful evil<\/p><p><strong>Armor Class<\/strong> 20 (plate, shield)<\/p><p><strong>Hit Points<\/strong> 97 (13d8 + 39)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"322\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>16 (+3)<\/td><td>14 (+2)<\/td><td>16 (+3)<\/td><td>14 (+2)<\/td><td>11 (+0)<\/td><td>15 (+2)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> lnt +5, Wis +3, Cha +5<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Common, Goblin<\/p><p><strong>Challenge<\/strong> 6 (2,300 XP)<\/p><p><strong>Martial Advantage<\/strong>. Once per turn, the hobgoblin can deal an<\/p><p>extra 14 (4d6) damage to a creature it hits with a weapon attack<\/p><p>if that creature is within 5 feet of an ally of the hobgoblin that<\/p><p>isn't incapacitated.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The hobgoblin makes three melee attacks.<\/p><p>Alternatively, it can make two ranged attacks with its javelins.<\/p><p><strong>Longsword<\/strong>. Melee Weapon Attack: +9 to hit, reach 5 ft., one<\/p><p>target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)<\/p><p>slashing damage if used with two hands.<\/p><p><strong>Shield<\/strong> Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one<\/p><p>creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is<\/p><p>Large or smaller, it must succeed on a DC 14 Strength saving<\/p><p>throw or be knocked prone.<\/p><p><strong>javelin<\/strong>. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or<\/p><p>range 30\/120 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.<\/p><p><strong>Leadership<\/strong> (Recharges after a Short or Long Rest). For 1<\/p><p>minute, the hobgoblin can utter a special command or warning<\/p><p>whenever a non hostile creature that it can see within 30 feet<\/p><p>of it makes an attack roll or a saving throw. The creature can<\/p><p>add a d4 to its roll provided it can hear and understand the<\/p><p>hobgoblin. A creature can benefit from only one Leadership die<\/p><p>at a time. This effect ends if the hobgoblin is incapacitated.<\/p><p><strong>REACTIONS<\/strong><\/p><p><strong>Parry<\/strong>. The hobgoblin adds 3 to its AC against one melee attack<\/p><p>that would hit it. To do so, the hobgoblin must see the attacker<\/p><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":"<div><h2>Hook Horror<\/h2><p>Large monstrosity, neutral<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 75 (10d10 + 20)<\/p><p><strong>Speed<\/strong> 30ft., climb 30ft.<\/p><table style=\"height: 53px;\" width=\"294\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>10 (+0)<\/td><td>15 (+2)<\/td><td>6 (-2)<\/td><td>12 (+1)C<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3<\/p><p><strong>Senses<\/strong> blindsight 60ft., darkvision 10ft., passive Perception 13<\/p><p><strong>Languages<\/strong> Hook Horror<\/p><p><strong>Challenge<\/strong> 3 (700 XP)<\/p><p><strong>Echolocation<\/strong>. The hook horror can't use its blindsight<\/p><p>while deafened.<\/p><p><strong>Keen Hearing<\/strong>. The hook horror has advantage on Wisdom<\/p><p>(Perception) checks that rely on hearing.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The hook horror makes two hook attacks.<\/p><p><strong>Hook<\/strong>. Melee Weapon Attack: +6 to hit, reach 10ft., one target.<\/p><p>Hit: 11 (2d6 + 4) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>A fierce predator of the Underdark<\/strong>, the hook horror<\/p><p>aggressively defends its hunting grounds. The<\/p><p>subterranean caverns where these creatures dwell echo<\/p><p>with the constant clacking and scraping of their hooks<\/p><p>as they wend their way up cliffs and along cavern walls.<\/p><p>The monstrous hook horror has a head resembling a<\/p><p>vulture's and the torso of an enormous beetle, with an<\/p><p>exoskeleton studded by sharp, bony protuberances. It<\/p><p>gains its name from its long, powerfully built arms and<\/p><p>legs, which end in wickedly curved hooked claws.<\/p><p>&nbsp;<\/p><p><strong>Echoes in the Dark<\/strong>. Hook horrors communicate by<\/p><p>striking their hooks against their exoskeletons or the<\/p><p>stone surfaces around them. What sounds to others like<\/p><p>random clacking noise is actually a complex language<\/p><p>that only hook horrors understand, and which carries<\/p><p>for miles through the echoing Underdark.<\/p><p>&nbsp;<\/p><p><strong>Pack Predators<\/strong>. The omnivorous hook horrors eat<\/p><p>lichens, fungi, plants, and any creature they can catch.<\/p><p>A hook horror's hooked limbs give it excellent purchase<\/p><p>on rock surfaces, and these creatures use their<\/p><p>climbing skills to ambush prey from above. They hunt<\/p><p>in packs, working together against the largest and most<\/p><p>dangerous opponents. If a battle goes poorly, a hook<\/p><p>horror quickly climbs a cavern wall to flee.<\/p><p>&nbsp;<\/p><p><strong>Dedicated Clans<\/strong>. Hook horrors live in extended<\/p><p>family groups or clans. Each clan is ruled by the eldest<\/p><p>female, who typically places her mate in charge of<\/p><p>the clan's hunters. Hook horrors lay eggs, which are<\/p><p>clustered in a central, well-defended area of a clan's<\/p><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":"<div><h2>Intellect Devourer<\/h2><p>Tiny aberration, lawful evil<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 21 (6d4 + 6)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 53px;\" width=\"305\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>6 (- 2)<\/td><td>14 (+2)<\/td><td>13 (+1)<\/td><td>12 (+1)<\/td><td>11 (+0)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +2, Stealth +4<\/p><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, and sl ashing from<\/p><p>non magical weapons<\/p><p><strong>Condition Immunities<\/strong> blinded<\/p><p><strong>Senses<\/strong> blindsight 60ft. (blind beyond this radius),<\/p><p>passive Perception 12<\/p><p><strong>languages<\/strong> understands Deep Speech but can't speak,<\/p><p>telepathy 60ft.<\/p><p><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Detect Sentience<\/strong>. The intellect devourer can sense the<\/p><p>presence and location of any creature within 300 feet of it that<\/p><p>has an Intelligence of 3 or higher, regardless of interposing<\/p><p>barriers, unless the creature is protected by a mind blank spell.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The intellect devourer makes one attack with its<\/p><p>claws and uses Devour Intellect.<\/p><p><strong>Claws<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 7 (2d4 + 2) slashing damage.<\/p><p><strong>Devour Intellect<\/strong>. The intellect devourer targets one creature<\/p><p>it can see within 10 feet of it that has a brain. The target must<\/p><p>succeed on a DC 12 Intelligence saving throw aga inst this<\/p><p>magic or take 11 (2d10) psychic damage. Also on a failure,<\/p><p>roll3d6: If the total equals or exceeds the target's Intelligence<\/p><p>score, that score is reduced to 0. The target is stunned until it<\/p><p>regains at least one point of Intelligence.<\/p><p><strong>Body Thief<\/strong>. The intellect devourer initiates an Intelligence<\/p><p>contest with an incapacitated humanoid within 5 feet of it. If<\/p><p>it wins the contest, the intellect devourer magically consumes<\/p><p>the target's brain, teleports into the target's skull, and takes<\/p><p>control of the target's body. While inside a creature, the<\/p><p>intellect devourer has total cover against attacks and other<\/p><p>effects originating outsiDe its host. The intellect devourer<\/p><p>retains its Intelligence, Wisdom, and Charisma scores, as<\/p><p>well as its understanding of Deep Speech, its telepathy, and<\/p><p>its traits. It otherwise adopts the target's statistics. It knows<\/p><p>everything the creature knew, including spells and languages.<\/p><p><strong>If the host body<\/strong> drops to 0 hit points, the intellect devourer<\/p><p>must leave it. A protection from evil and good spell cast on the<\/p><p>body drives the intellect devourer out. The intellect devourer<\/p><p>is also forced out if the target regains its devoured brain by<\/p><p>means of a wish. By spending 5 feet of its movement, the<\/p><p>intellect devourer can voluntarily leave the body, teleporting to<\/p><p>the nearest unoccupied space within 5 feet of it. The body then<\/p><p>dies, unless its brain is restored within 1 round.<\/p><p>&nbsp;<\/p><p><strong>An intellect devourer<\/strong> resembles a walking brain<\/p><p>protected by a crusty covering and set on bestial clawed<\/p><p>legs. This foul aberration feeds on the intelligence of<\/p><p>sentient creatures, taking over a victim's body on behalf<\/p><p>of its mind ftayer masters.<\/p><p>&nbsp;<\/p><p><strong>Illithid Creations<\/strong>. Mind ftayers breed intellect<\/p><p>devourers to serve as roaming hunters of the<\/p><p>Underdark, creating an intellect devourer by taking the<\/p><p>brain of a thrall and subjecting it to a horrible ritual. As<\/p><p>it sprouts legs, the brain becomes an intelligent predator<\/p><p>as twisted and evil as its masters.<\/p><p>&nbsp;<\/p><p><strong>Deadly Puppet Masters<\/strong>. An intellect devourer<\/p><p>consumes a creature's mind and memories, then turns<\/p><p>the host body into a puppet under its control. An intellect<\/p><p>devourer typically uses its puppet host to lure others<\/p><p>into the domain of the mind flayers to be enthralled<\/p><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":"<h2>Kenku<\/h2><p>Medium humanoid(kenku), chaotic neutral<\/p><p><strong>Armor class<\/strong> 13<\/p><p><strong>Hit points<\/strong> 13 (3d8)<\/p><p><strong>Speed<\/strong> 30 ft.<\/p><table style=\"height: 53px;\" width=\"325\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>10 (+0)<\/td><td>16 (+3)<\/td><td>10 (+0)<\/td><td>11 (+0)<\/td><td>10 (+0)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Deception +4, Perception +2, Stea lth +5<\/p><p><strong>Senses passive<\/strong> Perception 12<\/p><p><strong>Languages<\/strong> understands Auran and Common but speaks only<\/p><p>through the use of its Mimicry trait<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Ambusher<\/strong>. The kenku has advantage on attack rolls against any<\/p><p>creature it has surprised.<\/p><p><strong>Mimicry<\/strong>. The kenku can mimic any sounds it has heard,<\/p><p>including voices. A creature that hears the sounds can tell they<\/p><p>are imitations with a successful DC 14 Wisdom (Insight) check.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Shortsword<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p><p>target. Hit: 6 (1d6 + 3) piercing damage.<\/p><p><strong>Shortbow<\/strong>. Ranged Weapon Attack: +5 to hit, range 80\/320 ft. ,<\/p><p>one target. Hit: 6 (1d6 + 3) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>Kenku are feathered humanoids<\/strong> that wander the world<\/p><p>as vagabonds, driven by greed. They can perfectly<\/p><p>imitate any sound they hear.<\/p><p>&nbsp;<\/p><p><strong>Fallen Flocks<\/strong>. Kenku wear ill-fitting cloaks, robes,<\/p><p>and rags. These garments cover the soft, sleek feathers<\/p><p>of their bodies, shrouding their bare arms and legs.<\/p><p>They tread lightly when they walk, on talons made for<\/p><p>grasping the branches of trees and seizing prey from the<\/p><p>lofty skies. Soft as the wind they move, so as not to draw<\/p><p>attention to their shameful forms.<\/p><p>&nbsp;<\/p><p><strong>Once, the kenku held the wind<\/strong> in their wings,<\/p><p>embracing the gusty sky and singing the sweet language<\/p><p>of birdsong. Serving a master whose identity is now<\/p><p>lost to their memory, the kenku coveted the glittering<\/p><p>baubles of his household, and longed to speak so<\/p><p>that they could cajole and swindle others out of such<\/p><p>treasures. Stealing the secret of speech from a volume<\/p><p>in their master's library, they disguised themselves<\/p><p>in rags to beg for pretty things. When their master<\/p><p>learned of their greed, he stripped away their wings as<\/p><p>punishment, forcing them to beg forever.<\/p><p>&nbsp;<\/p><p><strong>Speech in Pantomime<\/strong>. Kenku can mimic the sound<\/p><p>of anything they hear. A kenku asking for money might<\/p><p>make the sound of coins clinking t9gether, and a<\/p><p>kenku referring to a busy marketplace can reproduce<\/p><p>the cacophony of hawking vendors, barking dogs,<\/p><p>bleating sheep, and the cries of street urchins. When<\/p><p>mimicking voices, they can only repeat words and<\/p><p>phrases they have heard, not create new sentences.<\/p><p>To converse with a kenku is to witness a performance of<\/p><p>imitated sounds and almost nonsensical verse.<\/p><p>&nbsp;<\/p><p><strong>Kenku speak to one another<\/strong> in much the same<\/p><p>way. Because they are adept at interpreting one<\/p><p>another's glances and gestures, the sounds they make<\/p><p>to communicate complex ideas or emotions can be<\/p><p>succinct. Groups of kenku also develop secret codes.<\/p><p>For example, a cat's meow might be the secret code for<\/p><p>\"Prepare to attack!\" or \"Flee for your lives!\"<\/p><p>Their talent for mimicry extends to handwriting, and<\/p><p>criminal organizations often employ kenku to forge<\/p><p>documents. When a kenku commits a crime, it might<\/p><p>forge evidence to implicate another creature.<\/p><p>&nbsp;<\/p><p><strong>The Wistful Wingless<\/strong>. All kenku pine for the ability<\/p><p>to fly, and thus the punishments they mete out to one<\/p><p>another often involve false wings, such as heavy wings<\/p><p>of wood borne as a mark of shame. As a final, tragic<\/p><p>reminder of the wings they once had, kenku carry<\/p><p>out executions by hurling their condemned from tall<\/p><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":"<h2>Winged Kobold<\/h2><p>Small humanoid (kobold), lawful evil<\/p><p><strong>Armor Class<\/strong> 13<\/p><p><strong>Hit Points<\/strong> 7 (3d6 - 3)<\/p><p><strong>Speed<\/strong> 30 ft., fly 30 ft.<\/p><table style=\"height: 53px;\" width=\"285\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>7 (- 2)<\/td><td>16 (+3)<\/td><td>9 (-1)<\/td><td>8 (- 1)<\/td><td>7 (- 2)<\/td><td>8 (- 1)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 8<\/p><p><strong>Languages<\/strong> Common, Draconic<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Sunlight Sensitivity<\/strong>. While in sunlight, the kobold has<\/p><p>disadvantage on attack rolls, as well as on Wisdom<\/p><p>(Perception) checks that rely on sight.<\/p><p><strong>Pack Tactics<\/strong>. The kobold has advantage on an attack roll<\/p><p>against a creature if at least one of the kobold's allies is within<\/p><p>5 feet of the creatu re and the ally isn't incapacitated.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Dagger<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 5 (1d4 + 3) piercing damage.<\/p><p><strong>Dropped Rock<\/strong>. Ranged Weapon Attack: +5 to hit,<\/p><p>one target directly below the kobold. Hit: 6 (1d6 + 3)<\/p><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":"<h2>Kuo-Toa<\/h2><p>Medium humanoid (kuo-toa), neutral evil<\/p><p><strong>Armor Class<\/strong> 13 (natural armor, shield)<\/p><p><strong>Hit Points<\/strong> 18 (4d8)<\/p><p><strong>Speed<\/strong> 30ft., swim 30ft.<\/p><table style=\"height: 53px;\" width=\"322\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>13 (+1)<\/td><td>10 (+0)<\/td><td>11 (+0)<\/td><td>11 (+0)<\/td><td>10 (+0)<\/td><td>8 (- 1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +4<\/p><p><strong>Senses<\/strong> darkvision 120 ft. , passive Perception 14<\/p><p><strong>Languages<\/strong> Undercommon<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Amphibious<\/strong>. The kuo-toa can breathe air and water.<\/p><p>Otherworldly Perception. The kuo-toa can sense the presence<\/p><p>of any creature within 30 feet of it that is invisible or on the<\/p><p>Ethereal Plane. It can pinpoint such a creature that is moving.<\/p><p><strong>Slippery<\/strong>. The kuo-toa has advantage on ability checks and<\/p><p>saving throws made to escape a grapple.<\/p><p><strong>Sunlight Sensitivity<\/strong>. While in sunlight, the kuo-toa has<\/p><p>disadvantage on attack rolls, as well as on Wisdom<\/p><p>(Perception) checks that rely on sight.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.<\/p><p>Hit: 3 (1d4 + 1) piercing damage.<\/p><p><strong>Spear<\/strong>. Melee or Ranged Weapon Attack: +3 t0 hit, reach 5 ft. or<\/p><p>range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or<\/p><p>5 (1d8 + 1) piercing damage if used with two hands to make a<\/p><p>melee attack.<\/p><p><strong>Net<\/strong>. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one Large<\/p><p>or smaller creature. Hit: The target is restrained. A creature<\/p><p>can use its action to make a DC 10 Strength check to free itself<\/p><p>or another creature in a net, ending the effect on a success.<\/p><p>Dealing 5 slashing damage to the net (AC 10) frees the target<\/p><p>without harming it and destroys the net.<\/p><p><strong>REACTIONS<\/strong><\/p><p><strong>Sticky Shield<\/strong>. When a creature misses the kuo-toa with a melee<\/p><p>weapon attack, the kuo-toa uses its sticky shield to catch<\/p><p>the weapon. The attacker must succeed on a DC 11 Strength<\/p><p>saving throw, or the weapon becomes stuck to the kuo-toa's<\/p><p>shield. If the weapon's wielder can't or won't let go of the<\/p><p>weapon, the wielder is grappled while the weapon is stuck.<\/p><p>While stuck, the weapon can't be used. A creature can pull<\/p><p>the weapon free by taking an action to make a DC 11 Strength<\/p><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":"<div><h2>Kuo-Toa Archpriest<\/h2><p>Medium humanoid (kuo-toa), neutral evil<\/p><p><strong>Armor Class<\/strong> 13 (natural armor)<\/p><p><strong>Hit Points<\/strong> 97 (13d8 + 39)<\/p><p><strong>Speed<\/strong> 30ft., swim 30ft.<\/p><table style=\"height: 53px;\" width=\"308\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>16 (+3)<\/td><td>14 (+2)<\/td><td>16 (+3)<\/td><td>13 (+1)<\/td><td>16 (+3)<\/td><td>14 (+2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +9, Religion +6<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 19<\/p><p><strong>Languages<\/strong> Undercommon<\/p><p><strong>Challenge<\/strong> 6 (2.300 XP)<\/p><p><strong>Amphibious<\/strong>. The kuo-toa can breathe air and water.<\/p><p><strong>Otherworldly Perception<\/strong>. The kuo-toa can sense the presence<\/p><p>of any creature within 30 feet of it that is invisible or on the<\/p><p><strong>Ethereal Plane<\/strong>. It can pinpoint such a creature that is moving.<\/p><p><strong>Slippery<\/strong>. The kuo-toa has advantage on ability checks and<\/p><p>saving throws made to escape a grapple.<\/p><p><strong>Sunlight Sensitivity<\/strong>. While in sunlight, the kuo-toa has<\/p><p>disadvantage on attack rolls, as well as on Wisdom<\/p><p>(Perception) checks that rely on sight.<\/p><p><strong>Spellcasting<\/strong>. The kuo-toa is a lOth-level spell caster. Its<\/p><p>spellcasting ability is Wisdom (spell save DC 14, +6 to hit<\/p><p>with spell attacks). The kuo-toa has the following cleric<\/p><p><strong>spells prepared<\/strong>:<\/p><p><strong>Cantrips<\/strong> (at will): guidance, sacred flame, thaumaturgy<\/p><ul><li>lst level (4 slots): detect magic, sanctuary, shield of faith<\/li><li>2nd level (3 slots): hold person, spiritual weapon<\/li><li>3rd level (3 slots): spirit guardians, tongues<\/li><li>4th level (3 slots): control water, divination<\/li><li>5th level (2 slots): mass cure wounds, scrying<\/li><\/ul><p><strong>Multiattack<\/strong>. The kuo-toa makes two melee attacks.<\/p><p><strong>Scepter<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one<\/p><p>target. Hit: 6 (ld6 + 3) bludgeoning damage plus 14 (4d6)<\/p><p>lightning damage.<\/p><p><strong>Unarmed Strike<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft.,<\/p><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":"<div><h2>Kuo-Toa Whip<\/h2><p>Medium humanoid (kuo-toa), neutral evil<\/p><p><strong>Armor Class<\/strong> 11 (natural armor)<\/p><p><strong>Hit Points<\/strong> 65 (l0d8 + 20)<\/p><p><strong>Speed<\/strong> 30ft., swim 30 ft.<\/p><table style=\"height: 40px;\" width=\"322\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>14 (+2)<\/td><td>10 (+0)<\/td><td>14 (+2)<\/td><td>12 (+1)<\/td><td>14 (+2)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +6, Religion +4<\/p><p><strong>Senses<\/strong> darkvision 120 ft., passive Perception 16<\/p><p><strong>Languages<\/strong> Undercommon<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>Amphibious<\/strong>. The kuo-toa can breathe air and water.<\/p><p><strong>Otherworldly Perception<\/strong>. The kuo-toa can sense the presence<\/p><p>of any creature within 30 feet of it that is invisible or on the<\/p><p>Ethereal Plane. It can pinpoint such a creature that is moving.<\/p><p><strong>Slippery<\/strong>. The kuo-toa has advantage on ability checks and<\/p><p>saving throws made to escape a grapple.<\/p><p><strong>Sunlight<\/strong> <strong>Sensitivity<\/strong>. While in sunlight, the kuo-toa has<\/p><p>disadvantage on attack rolls, as well as on Wisdom<\/p><p>(Perception) checks that rely on sight.<\/p><p><strong>Spellcasting<\/strong>. The kuo-toa is a 2nd-level spellcaster. Its<\/p><p>spellcasting ability is Wisdom (spell save DC 12, +4 to hit<\/p><p>with spell attacks). The kuo-toa has the following cleric<\/p><p>spells prepared:<\/p><p><strong>Cantrips<\/strong> (at will): sacred flame, thaumaturgy<\/p><p><strong>1st level<\/strong> (3 slots): bane, shield of faith<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The kuo-toa makes two attacks: one with its bite<\/p><p>and one with its pincer staff.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 4 (ld4 + 2) piercing damage.<\/p><p><strong>Pincer<\/strong> <strong>Staff<\/strong>. Melee Weapon Attack: +4 to hit, reach 10ft.,<\/p><p>one target. Hit: 5 (1 d6 + 2) piercing damage. If the target is<\/p><p>a Medium or smaller creature, it is grappled (escape DC 14).<\/p><p>Until this grapple ends, the kuo-toa can't use its pincer staff on<\/p><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":"<div><h2>Lizardfolk Shaman<\/h2><p>Medium humanoid (lizardjolk), neutral<\/p><p><strong>Armor Class<\/strong> 13 (natural armor)<\/p><p><strong>Hit<\/strong> <strong>Points<\/strong> 27 (Sd8 + 5)<\/p><p><strong>Speed<\/strong> 30 ft., swim 30 ft.<\/p><table style=\"height: 40px;\" width=\"331\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>15 (+2)<\/td><td>10 (+0)<\/td><td>13 (+1)<\/td><td>10 (+0)<\/td><td>15 (+2)<\/td><td>8 (- 1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +4, Stealth +4, Survival +6<\/p><p><strong>Senses<\/strong> passive Perception 14<\/p><p><strong>Languages<\/strong> Draconic<\/p><p><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Hold Breath<\/strong>. The lizardfolk can hold its breath for 15 minutes.<\/p><p><strong>Spellcasting<\/strong> (Lizardfolk Form Only). The lizardfolk is a 5th-level<\/p><p>spellcaster. Its spellcasting abi lity is Wisdom (spell save DC<\/p><p>12, +4 to hit with spell attacks). The lizardfolk has the following<\/p><p>druid spells prepared:<\/p><p><strong>Can trips<\/strong> (at wi ll) : druidcraft, produce flam e, thorn whip<\/p><ul><li>1st Level (4 slots): entangle ,fog cloud<\/li><li>2nd Level (3 slots): heat metal, spike growth<\/li><li>3rd Leve l (2 slots): conjure animals (reptiles only) , plant growth<\/li><\/ul><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong> (Lizardfolk Form Only). The lizardfolk makes two<\/p><p>attacks: one with its bite and one with its claws.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 5 (1d6 + 2) piercing damage, or 7 (ld10 + 2) piercing<\/p><p>damage in crocodile form. If the lizardfolk is in crocodile form<\/p><p>and the target is a Large or smaller creature, the target is<\/p><p>grappled (escape DC 12). Until this grapple ends, the target is<\/p><p>restrained, and the li zardfolk can't bite another target. If the<\/p><p>li zardfolk reverts to its true form, the grapple ends.<\/p><p>Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit,<\/p><p>reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.<\/p><p><strong>Change Shape<\/strong> (Recharges after a Short or Long Rest). The<\/p><p>lizardfolk magically polymorphs into a crocodile, remaining<\/p><p>in that form for up to 1 hour. It can revert to its true form as<\/p><p>a bonus action. Its statistics, other than its size, are the same<\/p><p>in each form. Any equipment it is wearing or carrying isn't<\/p><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":"<div><h2>Lizardfolk King\/Queen<\/h2><p>Medium humanoid (lizardjolk), chaotic evil<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 78 (l2d8 + 24)<\/p><p><strong>Speed<\/strong> 30ft., swim 30ft.<\/p><table style=\"height: 40px;\" width=\"307\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>17 (+3)<\/td><td>12 (+1)<\/td><td>15 (+2)<\/td><td>11 (+0)<\/td><td>11 (+0)<\/td><td>15 (+2)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Con +4, Wis +2<\/p><p><strong>Skills<\/strong> Perception +4, Stealth +5, Survival +4<\/p><p><strong>Condition Immunities<\/strong> frightened<\/p><p><strong>Senses<\/strong> darkvision 60 ft., passive Perception 14<\/p><p><strong>Languages<\/strong> Abyssal, Draconic<\/p><p><strong>Challenge<\/strong> 4 (1 ,100 XP)<\/p><p><strong>Hold Breath<\/strong>. The lizardfolk ca n hold its breath for 15 minutes.<\/p><p><strong>Skewer<\/strong>. Once per turn , when the lizardfolk makes a melee<\/p><p>attack with its trident and hits, the target takes an extra 10<\/p><p>(3d6) damage, and the lizardfolk gains temporary hit points<\/p><p>equal to the extra damage dealt.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The lizardfolk makes two attacks: one with its<\/p><p>bite and one with its claws or trident or two melee attacks with<\/p><p>its trident.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 6 (1d6 + 3) piercing damage.<\/p><p><strong>Claws<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 5 (1d4 + 3) slashing damage.<\/p><p><strong>Trident<\/strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or<\/p><p>range 20\/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or<\/p><p>7 (1d8 + 3) piercing damage if used with two hands to make a<\/p><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":"<div><h2>Mud Mephit<\/h2><p>Small elemental, neutral evil<\/p><p><strong>Armor Class<\/strong> 11<\/p><p><strong>Hit Points<\/strong> 27 (6d6 + 6)<\/p><p><strong>Speed 20ft<\/strong>&nbsp;fly 20ft, swim 20ft.<\/p><table style=\"height: 40px;\" width=\"278\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>8 (-1)<\/td><td>12 (+1)<\/td><td>12 (+1)<\/td><td>9 (-1)<\/td><td>11 (+0)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Stealth +3<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> poisoned<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Aquan, Terran<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Death Burst<\/strong>. When the mephit dies, it explodes in a burst of<\/p><p>sticky mud. Each Medium or smaller creature within 5 feet<\/p><p>of it must succeed on a DC 11 Dexterity saving throw or be<\/p><p>restrained until the end of the creature's next turn.<\/p><p><strong>False Appearance<\/strong>. While the mephit remains motionless, it is<\/p><p>indistinguishable from an ordinary mound of mud.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Fists<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.<\/p><p>Hit: 4 (1d6 + 1) bludgeoning damage.<\/p><p><strong>Mud Breath<\/strong> (Recharge 6). The mephit belches viscid mud<\/p><p>onto one creature within 5 feet of it. If the target is Medium<\/p><p>or smaller, it must succeed on a DC 11 Dexterity saving throw<\/p><p>or be restrained for 1 minute. A creature can repeat the saving<\/p><p>throw at the end of each of its turns, ending the effect on itself<\/p><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":"<div><h2>Smoke Mephit<\/h2><p>Small elemental, neutral evil<\/p><p><strong>Armor Class<\/strong> 12<\/p><p>Hit Points 22 (5d6 + 5)<\/p><p>Speed 30 ft. , fly 30ft.<\/p><p>&nbsp;<\/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":"<h2>Mind Flayer<\/h2><p>Medium aberration, lawful evil<\/p><p><strong>Armor Class<\/strong> 15 (breastplate)<\/p><p><strong>Hit Points<\/strong> 71 (13d8 + 13)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"310\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>11 (+0)<\/td><td>12 (+1)<\/td><td>12 (+1)<\/td><td>19 (+4)<\/td><td>17 (+3)<\/td><td>17 (+3)<\/td><\/tr><\/tbody><\/table><p><strong>Saving<\/strong> <strong>Throws<\/strong> lnt +7, Wis +6, Cha +6<\/p><p><strong>Skills<\/strong> Arcana +7, Deception +6, Insight +6, Perception +6,<\/p><p>Persuasion +6, Stealth +4<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 16<\/p><p><strong>Languages<\/strong> Deep Speech, Undercommon , telepathy 120ft.<\/p><p><strong>Challenge<\/strong> 7 (2,900 XP)<\/p><p><strong>Magic Resistance<\/strong>. The mind flayer has advantage on saving<\/p><p>throws against spells and other magical effects.<\/p><p><strong>Innate Spellcasting<\/strong> (Psionics). The mind flayer's innate<\/p><p>spellcasting ability is Intelligence (spell save DC 15). It can<\/p><p>innately cast the following spells, requiring no components:<\/p><p><strong>At will<\/strong>: detect thoughts, levitate<\/p><p><strong>l\/day<\/strong> each: dominate monster, plane shift (self only)<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Tentacles<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one<\/p><p><strong>creature<\/strong>. Hit: 15 (2dl0 + 4) psychic damage. If the target is<\/p><p>Medium or smaller, it&nbsp;is grappled (escape DC 15) and must<\/p><p>succeed on a DC 15 Intelligence saving throw or be stunned<\/p><p>until this grapple ends.<\/p><p><strong>Extract Brain<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft.,<\/p><p>one incapacitated humanoid grappled by the mind flayer. Hit:<\/p><p>The target takes 55 (lOdlO) piercing&nbsp;damage. If this damage<\/p><p>reduces the target to 0 hit points, the mind flayer kills the<\/p><p>target by extracting and devouring its brain.<\/p><p><strong>Mind Blast<\/strong> (Recharge 5-6). The mind flayer magically emits<\/p><p>psychic energy in a 60-foot cone. Each creature in that area<\/p><p>must succeed on a DC 15 Intelligence saving throw or take<\/p><p>22 (4d8 + 4) psychic damage and be stunned for 1 minute. A<\/p><p>creature can repeat the saving throw at the end of each of its turns,<\/p><p>ending the effect on itself on a success.<\/p><p>&nbsp;<\/p><p><strong>VARIANT: MIND FLAYER ARCANIST<\/strong><\/p><p>A few mind flayers supplement their psionic power with<\/p><p>arcane spells. However, they are regarded as deviants by their<\/p><p>illithid peers and usually shunned. A mind flayer arcanist has<\/p><p>a challenge rating of8 (3,900 XP) and the following trait.<\/p><p>Spellcasting. The mind flayer is a l0th-level spellcaster.<\/p><p>Its spellcasting ability is Intelligence (save DC 15, +7 to hit<\/p><p>with spell attacks). The mind flayer has the following wizard<\/p><p>spells prepared:<\/p><p><strong>Cantrips<\/strong> (at will): blade ward, dancing lights, mage hand,<\/p><p>shocking grasp<\/p><ul><li>lst level (4 slots): detect magic, disguise self, shield, sleep<\/li><li>2nd level (3 slots): blur, invisibility, ray of enfeeblement<\/li><li>3rd level (3 slots): clairvoyance, lightning bolt, sending<\/li><li>4th level (3 slots): confusion, hallucinatory terrain<\/li><li>5th level (2 slots): telekinesis, wall of force<\/li><\/ul><p>&nbsp;<\/p><p><strong>Mind fiayers<\/strong>, also called illithids, are the scourge of<\/p><p>sentient creatures across countless worlds. Psionic<\/p><p>tyrants, slavers, and interdimensional voyagers, they<\/p><p>are insidious masterminds that harvest entire races for<\/p><p>their own twisted ends. Four tentacles snake from their<\/p><p>octopus-like heads, flexing in hungry anticipation when<\/p><p>sentient creatures come near.<\/p><p>&nbsp;<\/p><p><strong>In eons past<\/strong>, illithids controlled empires that spanned<\/p><p>many worlds. They subjugated and consequently warped<\/p><p>whole races of humanoid slaves, including the githyanki<\/p><p>and githzerai, the grimlocks, and the kuo-toa. Conjoined<\/p><p>by a collective consciousness, the illithids hatch plots<\/p><p>as far-reaching and evil as their fathomless minds<\/p><p>can conceive.<\/p><p>&nbsp;<\/p><p><strong>Since the fall of their empires<\/strong>, illithid collectives on<\/p><p>the Material Plane have resided in the Underdark.<\/p><p>&nbsp;<\/p><p><strong>Psionic Commanders<\/strong>. Mind fiayers possess psionic<\/p><p>powers that enable them to control the minds of<\/p><p>creatures such as troglodytes, grimlocks, quaggoths,<\/p><p>and ogres. Illithids prefer to communicate via telepathy<\/p><p>and use their telepathy when issuing commands to<\/p><p>their thralls.<\/p><p>&nbsp;<\/p><p><strong>When an illithid meets strong resistance<\/strong>, it avoids<\/p><p>initial combat as it orders its thralls to attack. Like<\/p><p>physical extensions of the illithid's thoughts, these<\/p><p>thralls interpose themselves between the mind<\/p><p>fiayer and its foes, sacrificing their lives so that their<\/p><p>master can escape.<\/p><p>&nbsp;<\/p><p><strong>Hive Mind Colonies<\/strong>. Solitary mind fiayers are likely<\/p><p>rogues and outcasts. Most illithids belong to a colony<\/p><p>of sibling mind fiayers devoted to an elder brain- a<\/p><p>massive brain-like being that resides in a briny pool<\/p><p>near the center of a mind fiayer community. From its<\/p><p>pool, an elder brain telepathically dictates its desires to<\/p><p>each individual mind fiayer within 5 miles of it, for it is<\/p><p>able to hold multiple mental conversations at once.<\/p><p>&nbsp;<\/p><p><strong>Hunger of the Mind.<\/strong> Illithids subsist on the brains<\/p><p>of humanoids. The brains provide enzymes, hormones,<\/p><p>and psychic energy necessary for their survival. An<\/p><p>illithid healthy from a brain-rich diet secretes a thin<\/p><p>glaze of mucus that coats its mauve skin.<\/p><p>An illithid experiences euphoria as it devours<\/p><p>the brain of a humanoid, along with its memories,<\/p><p>personality, and innermost fears. Mind fiayers will<\/p><p>sometimes harvest a brain rather than devour it, using it<\/p><p>as part of some alien experiment or transforming it into<\/p><p>an intellect devourer.<\/p><p>&nbsp;<\/p><p><strong>QUALITH<\/strong><\/p><p>On the rare occasion that mind flayers need to write<\/p><p>something down, they do so in Qualith. This system of<\/p><p>tactile writing (similar to braille) is read by an illithid's<\/p><p>tentacles. Qualith is written in four-line stanzas and is so<\/p><p>alien in construction that non-illithids must resort to magic<\/p><p>to discern its meaning. Though Qualith can be used to keep<\/p><p>records, illithids most often use it to mark portals or other<\/p><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":"<div><h2>Monodrone<\/h2><p>Medium construct, lawful neutral<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 5 (1d8 + 1)<\/p><p><strong>Speed<\/strong> 30ft., fly 30ft.<\/p><table style=\"height: 53px;\" width=\"284\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>10 (+0)<\/td><td>13 (+1)<\/td><td>12 (+1)<\/td><td>4 (-3)<\/td><td>10 (+0)<\/td><td>5 (-3)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> truesight 120ft., passive Perception 10<\/p><p><strong>Languages <\/strong>Modron<\/p><p><strong>Challenge<\/strong> 1\/8 (25 XP)<\/p><p><strong>Axiomatic Mind<\/strong>. The monodrone can't be compelled to act in a<\/p><p>manner contrary to its nature or its instructions.<\/p><p><strong>Disintegration<\/strong>. If the monodrone dies, its body disintegrates<\/p><p>into dust, leaving behind its weapons and anything else it<\/p><p>was carrying.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Dagger<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p><p>Hit: 3 (1d4 + 1) piercing damage.<\/p><p><strong>javelin<\/strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or<\/p><p>range 30\/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>A monodrone<\/strong> can perform one simple task at a time and<\/p><p>can relay a single message of up to forty-eight words.<br \/><br \/><\/p><p><strong>VARIANT: Rogue Modron<\/strong><\/p><p>A modron unit sometimes becomes defective, either through<\/p><p>natural decay or exposure to chaotic forces. Rogue modrons<\/p><p>don't act in accordance with Primus's wishes and directives,<\/p><p>breaking laws, disobeying orders, and even engaging in<\/p><p>violence. Other modrons hunt down such rogues.<\/p><p>A rogue mod ron loses the Axiomatic Mind trait and can<\/p><p>have any alignment other than lawful neutral. Otherwise, it<\/p><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":"<div><h2>Duodrone<\/h2><p>Medium construct, lawful neutral<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 11 (2d8 + 2)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"289\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>11 (+0)<\/td><td>13 (+1)<\/td><td>12 (+1)<\/td><td>6 (-2)<\/td><td>10 (+0)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> truesight 120ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Modron<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Axiomatic<\/strong> <strong>Mind<\/strong>. The duodrone can't be compelled to act in a<\/p><p>manner contrary to its nature or its instructions.<\/p><p><strong>Disintegration<\/strong>. If the duodrone dies, its body disintegrates<\/p><p>into dust, leaving behind its weapons and anything else it<\/p><p>was carrying.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The duodrone makes two fist attacks or two<\/p><p>javelin attacks.<\/p><p><strong>Fist<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:<\/p><p>2 (1d4) bludgeoning damage.<\/p><p><strong>Javelin<\/strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or<\/p><p>range 30\/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>The blocky duodrones<\/strong> supervise units of monodrones<\/p><p>and can perform up to two tasks at a time.<\/p><p>&nbsp;<\/p><p><strong>VARIANT: Rogue Modron<\/strong><\/p><p>A modron unit sometimes becomes defective, either through<\/p><p>natural decay or exposure to chaotic forces. Rogue modrons<\/p><p>don't act in accordance with Primus's wishes and directives,<\/p><p>breaking laws, disobeying orders, and even engaging in<\/p><p>violence. Other modrons hunt down such rogues.<\/p><p>A rogue mod ron loses the Axiomatic Mind trait and can<\/p><p>have any alignment other than lawful neutral. Otherwise, it<\/p><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":"<h2>Tridrone<\/h2><p>Medium construct, lawful neutral<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 16 (3d8 + 3)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 51px;\" width=\"316\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>12 (+1)<\/td><td>13 (+1)<\/td><td>12 (+1)<\/td><td>9 (- 1)<\/td><td>10 (+0)<\/td><td>9 (- 1)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> truesight 120ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Modron<\/p><p><strong>Challenge<\/strong> 1\/2 (100 XP)<\/p><p><strong>Axiomatic Mind<\/strong>. The tridrone can't be compelled to act in a<\/p><p>manner contrary to its nature or its instructions.<\/p><p><strong>Disintegration<\/strong>. If the tridrone dies, its body disintegrates<\/p><p>into dust, leaving behind its weapons and anything else it<\/p><p>was carrying.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The tridrone makes three fist attacks or three<\/p><p>javelin attacks.<\/p><p><strong>Fist<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:<\/p><p>3 (1d4 + 1) bludgeoning damage.<\/p><p><strong>javelin<\/strong>. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or<\/p><p>range 30\/120 ft., one target. Hit: 4 (ld6 + 1) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>Tridrones<\/strong> are shaped like inverted pyramids. They lead<\/p><p>lesser modrons in battle.<\/p><p>&nbsp;<\/p><p><strong>VARIANT: Rogue Modron<\/strong><\/p><p>A modron unit sometimes becomes defective, either through<\/p><p>natural decay or exposure to chaotic forces. Rogue modrons<\/p><p>don't act in accordance with Primus's wishes and directives,<\/p><p>breaking laws, disobeying orders, and even engaging in<\/p><p>violence. Other modrons hunt down such rogues.<\/p><p>A rogue mod ron loses the Axiomatic Mind trait and can<\/p><p>have any alignment other than lawful neutral. Otherwise, it<\/p><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":"<h2>Quadrone<\/h2><p>Meaium construct, lawful neutral<\/p><p><strong>Armor Class<\/strong> 16 (natural armor)<\/p><p><strong>Hit Points<\/strong> 22 (4d8 + 4)<\/p><p><strong>Speed<\/strong> 30ft., fly 30ft.<\/p><table style=\"height: 53px;\" width=\"308\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>12 (+1)<\/td><td>14 (+2)<\/td><td>12 (+1)<\/td><td>10 (+0)<\/td><td>10 (+0)<\/td><td>11 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +2<\/p><p><strong>Senses<\/strong> truesight 120ft., passive Perception 12<\/p><p><strong>Languages<\/strong> Madron<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>Axiomatic Mind<\/strong>. The quadrone can't be compelled to act in a<\/p><p>manner contrary to its nature or its instructions.<\/p><p><strong>Disintegration<\/strong>. If the quad rone dies, its body disintegrates<\/p><p>into dust, leaving behind its weapons and anything e lse it<\/p><p>was carrying.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The quad rone makes two fist attacks or four<\/p><p>shortbow attacks.<\/p><p><strong>Fist<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:<\/p><p>3 (1d4 + 1) bludgeoning damage.<\/p><p><strong>Shortbow<\/strong>. Ranged Weapon Attack: +4 to hit, range 80(320 ft, one target<\/p><p>Hit: 5 (1d6 + 2) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>Astute combatants<\/strong>, quadrones serve as artillery and<\/p><p>field officers in the regiments of modron armies.<\/p><p>&nbsp;<\/p><p><strong>VARIANT: Rogue Modron<\/strong><\/p><p>A modron unit sometimes becomes defective, either through<\/p><p>natural decay or exposure to chaotic forces. Rogue modrons<\/p><p>don't act in accordance with Primus's wishes and directives,<\/p><p>breaking laws, disobeying orders, and even engaging in<\/p><p>violence. Other modrons hunt down such rogues.<\/p><p>A rogue mod ron loses the Axiomatic Mind trait and can<\/p><p>have any alignment other than lawful neutral. Otherwise, it<\/p><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":"<div><h2>Pentadrone<\/h2><p>Large construct, lawful neutral<\/p><p><strong>Armor Class<\/strong> 16 (natural armor)<\/p><p><strong>Hit Points<\/strong> 32 (5d10 + 5)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 53px;\" width=\"314\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>15 (+2)<\/td><td>14 (+2)<\/td><td>12 (+1)<\/td><td>10 (+0)<\/td><td>10 (+0)<\/td><td>13 (+1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +4<\/p><p><strong>Senses<\/strong> truesight 120ft., passive Perception 14<\/p><p><strong>Languages<\/strong> Madron<\/p><p><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Axiomatic Mind<\/strong>. The pentadrone can't be compelled to act in a<\/p><p>manner contrary to its nature or its instructions.<\/p><p><strong>Disintegration<\/strong>. lfthe pentadrone dies, its body disintegrates<\/p><p>into dust, leaving behind its weapons and anything e lse it<\/p><p>was carrying.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The pentadrone makes five arm attacks.<\/p><p><strong>Arm<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 5 (ld6 + 2) bludgeoning damage.<\/p><p><strong>Paralysis Gas<\/strong> (Recharge 5- 6). The pent adrone exhales a 30&middot;<\/p><p>foot cone of gas. Each creature in that area must succeed on a<\/p><p>DC ll Constitution saving throw or be paralyzed for 1 minute.<\/p><p>A creature can repeat the saving throw at the end of each of its<\/p><p>turns, ending the effect on itself on a success.<\/p><p>&nbsp;<\/p><p><strong>Pentadrones oversee<\/strong> Mechanus's worker populace and<\/p><p>call improvise in response to new situations.<\/p><p>&nbsp;<\/p><p><strong>VARIANT: Rogue Modron<\/strong><\/p><p>A modron unit sometimes becomes defective, either through<\/p><p>natural decay or exposure to chaotic forces. Rogue modrons<\/p><p>don't act in accordance with Primus's wishes and directives,<\/p><p>breaking laws, disobeying orders, and even engaging in<\/p><p>violence. Other modrons hunt down such rogues.<\/p><p>A rogue mod ron loses the Axiomatic Mind trait and can<\/p><p>have any alignment other than lawful neutral. Otherwise, it<\/p><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":"<div><h2>Spore Servant Template<\/h2><p>A spore servant is any Large or smaller creature brought<\/p><p>back to life by the animating spores of a myconid<\/p><p>sovereign. A creature that was never flesh and blood<\/p><p>to begin with (such as a construct, elemental, ooze,<\/p><p>plant, or undead) can't be turned into a spore servant.<\/p><p>The following characteristics change or are added to a<\/p><p>creature that becomes a spore servant.<\/p><p><strong>Retained Characteristics<\/strong>. The servant retains its<\/p><p>Armor Class, hit points, Hit Dice, Strength, Dexterity,<\/p><p>Constitution, vulnerabilities, resistances, and imml!nities.<\/p><p><strong>Lost Characteristics<\/strong>. The servant loses its original<\/p><p>saving throw and skill bonuses, special senses, and<\/p><p>special traits. It loses any action that isn't Multiattack or<\/p><p>a melee weapon attack that deals bludgeoning, piercing,<\/p><p>or slashing damage. If it has an action or a melee weapon<\/p><p>attack that deals some other type of damage, it loses the<\/p><p>ability to deal damage of that type, unless the damage<\/p><p>comes from a piece of equipment, such as a magic item.<\/p><p><strong>Type<\/strong>. The servant's type is plant, and it loses any tags.<\/p><p><strong>Alignment<\/strong>. The servant is unaligned.<\/p><p><strong>Speed<\/strong>. Reduce all the servant's speeds by 10 feet, to a<\/p><p>minimum of 5 feet.<\/p><p><strong>Ability Scores<\/strong>. The servant's ability scores change as<\/p><p>follows: Int 2 (-4), Wis 6 (- 2), Cha 1 (-5).<\/p><p><strong>Senses<\/strong>. The servant has blindsight with a radius of<\/p><p>30 feet, and it is blind beyond this radius.<\/p><p><strong>Condition Immunities<\/strong>. The servant can't be blinded,<\/p><p>charmed, frightened, or paralyzed.<\/p><p><strong>Languages<\/strong>. The servant loses all known languages,<\/p><p>but it responds to orders given to it by myconids using<\/p><p>rapport spores. The servant gives highest priority to<\/p><p>orders received from the most powerful myconid.<\/p><p><strong>Attacks<\/strong>. If the servant has no other means of dealing<\/p><p>damage, it can use its fists or limbs to make unarmed<\/p><p>strikes. On a hit, an unarmed strike deals bludgeoning<\/p><p>damage equal to ld4 +the servant's Strength modifier,<\/p><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":"<div><h2>Myconid Sprout<\/h2><p>Small plant, lawful neutral<\/p><p><strong>Armor<\/strong> <strong>Class<\/strong> 13 (natura l armo r)<\/p><p><strong>Hit Points<\/strong> 7 (2d6)<\/p><p><strong>Speed<\/strong> 10 ft.<\/p><table style=\"height: 40px;\" width=\"275\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>8 (-1)<\/td><td>10 (+0)<\/td><td>10 (+0)<\/td><td>8 (-1)<\/td><td>11 (+0)<\/td><td>5 (-3)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 10<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 0 (10 XP)<\/p><p><strong>Distress Spores<\/strong>. When the myconid takes damage, all other<\/p><p>myconids within 240 feet of it can sense its pain.<\/p><p><strong>Sun Sickness<\/strong>. While in sunlight, the myconid has disadvantage<\/p><p>on ability checks, attack rolls, and saving throws. The myconid<\/p><p>dies if it spends more than 1 hour in direct sunlight.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Fist<\/strong>. Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target. Hit:<\/p><p>1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage.<\/p><p><strong>Rapport Spores<\/strong> (3\/Day). A 10-foot radius of spores extends<\/p><p>from the myconid. These spores can go around corners and<\/p><p>affect only creatures with an Intelligence of 2 or higher that<\/p><p>aren't undead, constructs, or elementals. Affected creatures<\/p><p>can communicate telepathically with one another while they are<\/p><p>within 30 feet of each other. The effect lasts for 1 hour.<\/p><p>&nbsp;<\/p><p><strong>Myconids are intelligent, ambulatory fungi<\/strong> that live<\/p><p>in the Underdark, seek enlightenment, and deplore<\/p><p>violence. If approached peacefully, myconids gladly<\/p><p>provide shelter or allow safe passage through<\/p><p>their colonies.<\/p><p>&nbsp;<\/p><p><strong>Circles and Melds<\/strong>. The largest myconid in a colony<\/p><p>is its sovereign, which presides over one or more social<\/p><p>groups called circles. A circle consists of twenty or more<\/p><p>myconids that work, live, and meld together.<\/p><p>&nbsp;<\/p><p><strong>A meld is a form of communal meditation<\/strong> that<\/p><p>allows myconids to transcend their dull subterranean<\/p><p>existence. The myconids' rapport spores bind the<\/p><p>participants into a group consciousness. Hallucination<\/p><p>spores then induce a shared dream that provides<\/p><p>entertainment and social interaction. Myconids consider<\/p><p>melding to be the purpose of their existence. They use<\/p><p>it in the pursuit of higher consciousness, collective<\/p><p>union, and spiritual apotheosis. Myconids also use their<\/p><p>rapport spores to communicate telepathically with other<\/p><p>sentient creatures.<\/p><p>&nbsp;<\/p><p><strong>Myconid Reproduction<\/strong>. Like other fungi, myconids<\/p><p>reproduce by mundane sporing. They carefully control<\/p><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":"<div><h2>Myconid Adult<\/h2><p>Medium plant, lawful neutral<\/p><p><strong>Armor Class<\/strong> 12 (natural armor)<\/p><p><strong>Hit Points<\/strong> 22 (4d8 + 4)<\/p><p><strong>Speed<\/strong> 20ft.<\/p><table style=\"height: 53px;\" width=\"296\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>10 (+0)<\/td><td>10 (+0)<\/td><td>12 (+1)<\/td><td>10 (+0)<\/td><td>13 (+1)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 11<\/p><p><strong>Languages<\/strong>-<br \/><strong>Challenge<\/strong> 1\/2 (100 XP)<\/p><p><strong>Distress Spores<\/strong>. When the myconid takes damage, all other<\/p><p>myconids within 240 feet of it can sense its pain.<\/p><p><strong>Sun Sickness<\/strong>. While in sunlight, the myconid has disadvantage<\/p><p>on ability checks, attack rolls, and saving throws. The myconid<\/p><p>dies if it spends more than 1 hour in direct sunlight.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Fist<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:<\/p><p>5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.<\/p><p><strong>Pacifying Spores<\/strong> (3\/Day). The myconid ejects spores at one<\/p><p>creature it can see within 5 feet of it. The target must succeed<\/p><p>on a DC 11 Constitution saving throw or be stunned for 1<\/p><p>minute. The target can repeat the saving throw at the end of<\/p><p>each of its turns, ending the effect on itself on a success.<\/p><p><strong>Rapport Spores<\/strong>. A 20-foot radius of spores extends from the<\/p><p>myconid. These spores can go around corners and affect only<\/p><p>creatures with an Intelligence of 2 or higher that aren't undead,<\/p><p>constructs, or elementals. Affected creatures can communicate<\/p><p>telepathically with one another while they are within 30 feet of<\/p><p>each other. The effect lasts for 1 hour.<\/p><p>&nbsp;<\/p><p><strong>Myconids are intelligent, ambulatory fungi<\/strong> that live<\/p><p>in the Underdark, seek enlightenment, and deplore<\/p><p>violence. If approached peacefully, myconids gladly<\/p><p>provide shelter or allow safe passage through<\/p><p>their colonies.<\/p><p>&nbsp;<\/p><p><strong>Circles and Melds<\/strong>. The largest myconid in a colony<\/p><p>is its sovereign, which presides over one or more social<\/p><p>groups called circles. A circle consists of twenty or more<\/p><p>myconids that work, live, and meld together.<\/p><p>&nbsp;<\/p><p><strong>A meld is a form of communal meditation<\/strong> that<\/p><p>allows myconids to transcend their dull subterranean<\/p><p>existence. The myconids' rapport spores bind the<\/p><p>participants into a group consciousness. Hallucination<\/p><p>spores then induce a shared dream that provides<\/p><p>entertainment and social interaction. Myconids consider<\/p><p>melding to be the purpose of their existence. They use<\/p><p>it in the pursuit of higher consciousness, collective<\/p><p>union, and spiritual apotheosis. Myconids also use their<\/p><p>rapport spores to communicate telepathically with other<\/p><p>sentient creatures.<\/p><p>&nbsp;<\/p><p><strong>Myconid Reproduction<\/strong>. Like other fungi, myconids<\/p><p>reproduce by mundane sporing. They carefully control<\/p><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":"<h2>Myconid Sovereign<\/h2><p>Large plant, lawful neutral<\/p><p><strong>Armor Class<\/strong> 13 (natural armor)<\/p><p><strong>Hit Points<\/strong> 60 (8d10 + 16)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"313\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>12 (+1)<\/td><td>10 (+0)<\/td><td>14 (+2)<\/td><td>13 (+1)<\/td><td>15 (+2)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 12<\/p><p><strong>Languages<\/strong>-<br \/><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Distress Spores<\/strong>. When the myconid takes damage, all other<\/p><p>myconids within 240 feet of it can sense its pain.<\/p><p><strong>Sun Sickness<\/strong>. While in sunlight, the myconid has disadvantage<\/p><p>on ability checks, attack rolls, and saving throws. The myconid<\/p><p>dies if it spends more than 1 hour in direct sunlight.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The myconid uses either its Hallucination Spores<\/p><p>or its Pacifying Spores, then makes a fist attack.<\/p><p><strong>Fist<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:<\/p><p>8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.<\/p><p><strong>Animating Spores<\/strong> (3\/Day). The myconid targets one corpse of<\/p><p>a humanoid or a Large or smaller beast within 5 feet of it and<\/p><p>releases spores at the corpse. In 24 hours, the corpse rises as a<\/p><p>spore servant. The corpse stays animated for 1d4 + 1 weeks or<\/p><p>until destroyed, and it can't be animated again in this way.<\/p><p><strong>Hallucination Spores<\/strong>. The myconid ejects spores at one<\/p><p>creature it can see within 5 feet of it. The target must succeed<\/p><p>on a DC 12 Constitution saving throw or be poisoned for<\/p><p>1 minute. The poisoned target is incapacitated while it<\/p><p>hallucinates. The target can repeat the saving throw at the end<\/p><p>of each of its turns, ending the effect on itself on a success.<\/p><p><strong>Pacifying Spores<\/strong>. The myconid ejects spores at one creature<\/p><p>it can see within 5 feet of it. The target must succeed on a DC<\/p><p>12 Constitution saving throw or be stunned for 1 minute. The<\/p><p>target can repeat the saving throw at the end of each of its<\/p><p>turns, ending the condition on itself on a success.<\/p><p><strong>Rapport Spores<\/strong>. A 30-foot radius of spores extends from the<\/p><p>myconid. These spores can go around corners and affect only<\/p><p>creatures with an Intelligence of2 or higher that aren't undead,<\/p><p>constructs, or elementals. Affected creatures can communicate<\/p><p>telepathically with one another while they are within 30 feet of<\/p><p>each other. The effect lasts for 1 hour.<\/p><p>&nbsp;<\/p><p><strong>Myconids are intelligent, ambulatory fungi<\/strong> that live<\/p><p>in the Underdark, seek enlightenment, and deplore<\/p><p>violence. If approached peacefully, myconids gladly<\/p><p>provide shelter or allow safe passage through<\/p><p>their colonies.<\/p><p>&nbsp;<\/p><p><strong>Circles and Melds<\/strong>. The largest myconid in a colony<\/p><p>is its sovereign, which presides over one or more social<\/p><p>groups called circles. A circle consists of twenty or more<\/p><p>myconids that work, live, and meld together.<\/p><p>&nbsp;<\/p><p><strong>A meld is a form of communal meditation<\/strong> that<\/p><p>allows myconids to transcend their dull subterranean<\/p><p>existence. The myconids' rapport spores bind the<\/p><p>participants into a group consciousness. Hallucination<\/p><p>spores then induce a shared dream that provides<\/p><p>entertainment and social interaction. Myconids consider<\/p><p>melding to be the purpose of their existence. They use<\/p><p>it in the pursuit of higher consciousness, collective<\/p><p>union, and spiritual apotheosis. Myconids also use their<\/p><p>rapport spores to communicate telepathically with other<\/p><p>sentient creatures.<\/p><p>&nbsp;<\/p><p><strong>Myconid Reproduction<\/strong>. Like other fungi, myconids<\/p><p>reproduce by mundane sporing. They carefully control<\/p><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":"<div><h2>Bone Naga<\/h2><p>Large undead, lawful evil<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 58 (9d10 + 9)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"314\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>15 (+2)<\/td><td>16 (+3)<\/td><td>12 (+1)<\/td><td>15 (+2)<\/td><td>15 (+2)<\/td><td>16 (+3)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> charmed, exhaustion,<\/p><p>paralyzed, poisoned<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 12<\/p><p><strong>Languages<\/strong> Common plus one other language<\/p><p><strong>Challenge<\/strong> 4 (1 ,100 XP)<\/p><p><strong>Spellcasting<\/strong>. The naga is a Sth&middot;level spellcaster (spell save<\/p><p>DC 12, +4 to hit with spell attacks) that needs only verbal<\/p><p>components to cast its spells.<\/p><p><strong>If the nag a was a guardian nag a in life<\/strong>, its spellcasting ability<\/p><p>is Wisdom, and it has the following cleric spells prepared:<\/p><p><strong>Cantrips<\/strong> (at will): mending, sacred flame, thaumaturgy<\/p><ul><li>1st level (4 slots): command, shield of faith<\/li><li>2nd level (3 slots): calm emotions, hold person<\/li><li>3rd level (2 slots): bestow curse<\/li><\/ul><p><strong>If the naga was a spirit naga in life<\/strong>, its spellcasting ability is<\/p><p>Intelligence, and it has the following wizard spells prepared:<\/p><p><strong>Cantrips<\/strong> (at will): mage hand, minor illusion, ray of frost<\/p><ul><li>1st level (4 slots): charm person, sleep<\/li><li>2nd level (3 slots): detect thoughts, hold person<\/li><li>3rd level (2 slots): lightning bolt<\/li><\/ul><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 10ft., one creature.<\/p><p>Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.<\/p><p>&nbsp;<\/p><p><strong>In response<\/strong> to the long history of conflict between the<\/p><p>yuan-ti and the nagas, yuan-ti created a necromantic<\/p><p>ritual that could halt a naga's resurrection by<\/p><p>transforming the living naga into a skeletal undead<\/p><p>servitor. A bone naga retains only a few of the spells it<\/p><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":"<div><h2>Nothic<\/h2><p>Medium aberration, neutral evil<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 45 (6d8 + 18)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"312\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>14 (+2)<\/td><td>16 (+3)<\/td><td>16 (+3)<\/td><td>13 (+1)<\/td><td>10 (+0)<\/td><td>8 (- 1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Arcana +3, Insight +4, Perception +2, Stealth +5<\/p><p><strong>Senses<\/strong> truesight 120ft., passive Perception 12<\/p><p><strong>Languages<\/strong> Undercommon<\/p><p><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Keen Sight<\/strong>. The nothic has advantage on Wisdom (Pe rception)<\/p><p>checks that rely on sight.<\/p><p><strong>Multiattack<\/strong>. The nothic makes two c law attacks.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., o ne t arget.<\/p><p>Hit: 6 (1d6 + 3) slashing damage.<\/p><p><strong>Rotting Gaze<\/strong>. The nothict argets one creature it can see<\/p><p>within 30 feet of it. The target must succeed on a DC 12<\/p><p>Constitution saving throw against this magic or take 10 (3d6)<\/p><p>necrotic damage.<\/p><p><strong>Weird Insight<\/strong>. The nothic targets one creature it can see within<\/p><p>30 feet of it. The target must contest its Charisma (Deception)<\/p><p>check against the nothic's Wisdom (Insight) check. If the<\/p><p>nothic wins, it magically learns one fact or secret about<\/p><p>the target. The target automatically wins if it is immune to<\/p><p>being charmed.<\/p><p>&nbsp;<\/p><p><strong>A baleful eye peers out from the darkness<\/strong>, its<\/p><p>gleam hinting at a weird intelligence and unnerving<\/p><p>malevolence. Most times, a nothic is content to watch,<\/p><p>weighing and assessing the creatures it encounters.<\/p><p>When driven to violence, it uses its horrific gaze to rot<\/p><p>the flesh from its enemies' bones.<\/p><p>&nbsp;<\/p><p><strong>Cursed Arcanists<\/strong>. Rather than gaining the godlike<\/p><p>supremacy they crave, some wizards who devote<\/p><p>their lives to unearthing arcane secrets are reduced<\/p><p>to creeping, tormented monsters by a dark curse left<\/p><p>behind by Vecna, a powerful lich who, in some worlds,<\/p><p>has transcended his undead existence to become a god<\/p><p>of secrets. Nothics retain no awareness of their former<\/p><p>selves, skulking amid the shadows and haunting places<\/p><p>rich in magical knowledge, drawn by memories and<\/p><p>impulses they can't quite understand.<\/p><p>&nbsp;<\/p><p><strong>Dark Oracles<\/strong>. Nothics possess a strange magical<\/p><p>insight that allows them to extract knowledge from<\/p><p>other creatures. This grants them unique understanding<\/p><p>of secret and forbidden lore, which they share for a<\/p><p>price. A nothic covets magic items, greedily accepting<\/p><p>such gifts from creatures that seek out its knowledge.<\/p><p>&nbsp;<\/p><p><strong>Lurkers in Magical Places<\/strong>. Nothics are notorious<\/p><p>for infiltrating a rcane academies and other places<\/p><p>rich in magical learning. They a re driven by the vague<\/p><p>knowledge that there exists a method to reverse their<\/p><p>condition. This isn't a clear sense of purpose, but rather<\/p><p>an obsessive tug at the end of the mind. Some nothics<\/p><p>are clever enough to realize that this is merely part of<\/p><p>the strange lesson for their folly, a false hope to drive<\/p><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":"<h2>Half Ogre<\/h2><p>Large giant, any chaotic alignment<\/p><p><strong>Armor Class<\/strong> 12 (hide armor)<\/p><p><strong>Hit Points<\/strong> 30 (4d10 + 8)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"292\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>17 (+3)<\/td><td>10 (+0)<\/td><td>14 (+2)<\/td><td>7 (-2)<\/td><td>9 (- 1)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 9<\/p><p><strong>Languages<\/strong> Common, Giant<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Battleaxe<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p><p>target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3)<\/p><p>slashing damage if used with two hands.<\/p><p><strong>javelin<\/strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or<\/p><p>range 30\/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>When an ogre mates with a human<\/strong>, hobgoblin, bugbear,<\/p><p>or orc, the result is always a half-ogre. (Ogres don't<\/p><p>mate with dwarves, halflings, or elves. They eat them.)<\/p><p>Human mothers rarely survive the birth of a half-<br \/>ogre offspring.<\/p><p>&nbsp;<\/p><p><strong>The half-ogre offspring<\/strong> of an ogre and an orc is also<\/p><p>called an ogrillon. An adult half-ogre or ogrillon stands<\/p><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":"<div><h2>Orc War Chief<\/h2><p>Medium humanoid (ore), chaotic evil<\/p><p><strong>Armor Class<\/strong> 16 (chain mail)<\/p><p><strong>Hit Points<\/strong> 93 (11d8 + 44)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"308\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>12 (+1)<\/td><td>18 (+4)<\/td><td>11 (+0)<\/td><td>11 (+0)<\/td><td>16 (+3)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Str +6, Con +6, Wis +2<\/p><p><strong>Skills<\/strong> Intimidation +5<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Common, Orc<\/p><p><strong>Challenge<\/strong> 4 (1,100XP)<\/p><p><strong>Aggressive<\/strong>. As a bonus action, the ore can move up to its speed<\/p><p>toward a hostile creature that it can see.<\/p><p><strong>Gruumsh's Fury<\/strong>. The ore deals an extra 4 (ld8) damage when it<\/p><p>hits with a weapon attack (included in the attacks).<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The ore makes two attacks with its greataxe or<\/p><p>its spear.<\/p><p><strong>Greataxe<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one<\/p><p>creature. Hit: 14 (1d1 2 + 4 plus 1d8) slashing damage.<\/p><p><strong>Spear<\/strong>. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or<\/p><p>range 20{60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing<\/p><p>damage, or 13 (2d8 + 4) piercing damage if used with two<\/p><p>hands to make a melee attack.<\/p><p><strong>Battle Cry<\/strong> (1\/Day). Each creature of the war chief's choice that<\/p><p>is within 30 feet of it, can hear it, and not already affected by<\/p><p>Battle Cry gain advantage on attack rolls until the start of the<\/p><p>war chief's next turn . The war chief can then make one attack<\/p><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":"<div><h2>Orc Eye of Gruumsh<\/h2><p>Medium humanoid (orc), chaotic evil<\/p><p><strong>Armor Class<\/strong> 16 (ring mail, shield)<\/p><p><strong>Hit Points<\/strong> 45 (6d8 + 18)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"307\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>16 (+3)<\/td><td>12 (+1)<\/td><td>16 (+3)<\/td><td>9 (- 1)<\/td><td>13 (+ 1)<\/td><td>12 (+1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Intimidation +3, Religion +1<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 11<\/p><p><strong>Languages<\/strong> Common, OrC<\/p><p><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Aggressive<\/strong>. As a bonus action, the ore can move up to its speed<\/p><p>toward a hostile creature that it can see.<\/p><p><strong>Gruumsh's Fury<\/strong>. The ore deals an extra 4 (ld8) damage when it<\/p><p>hits with a weapon attack (included in the attack).<\/p><p><strong>Spellcasting<\/strong>. The ore is a 3rd-level spellcaster. Its spellcasting<\/p><p>ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).<\/p><p>The ore has the following cleric spells prepared:<\/p><p><strong>Cantrips<\/strong> (at-will): guidance, resistance, thaumaturgy<\/p><ul><li>1st level (4 slots): bless, command<\/li><li>2nd level (2 slots): augury, spiritual weapon (spear)<\/li><\/ul><p><strong>ACTIONS<\/strong><\/p><p><strong>Spear<\/strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or<\/p><p>range 20\/60 ft., one target. Hit: 11 (ld6 + 3 plus ld8) piercing<\/p><p>damage, or 12 (2d8 + 3) piercing damage if used with two<\/p><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":"<div><h2>Orog<\/h2><p>Medium humanoid (ore), chaotic evil<\/p><p><strong>Armor Class<\/strong> 18 (plate)<\/p><p><strong>Hit Points<\/strong> 42 (5d8 + 20)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"202\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>12 (+1)<\/td><td>18 (+4)<\/td><td>12 (+1)<\/td><td>11 (+0)<\/td><td>12 (+1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Intimidation +5, Survival +2<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Common, OrC<\/p><p><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Aggressive<\/strong>. As a bonus action, the orog can move up to its<\/p><p>speed toward a hostile creature that it can see.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The orog makes two greataxe attacks.<\/p><p><strong>Greataxe<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one<\/p><p>target. Hit: 10 (ldl2 + 4) slashing damage.<\/p><p><strong>javelin<\/strong>. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or<\/p><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":"<h2>Peryton<\/h2><p>Medium monstrosity, chaotic evil '<\/p><p><strong>Armor Class<\/strong> 13 (natural armor)<\/p><p><strong>Hit Points<\/strong> 33 (6d8 + 6)<\/p><p><strong>Speed<\/strong> 20ft., fly 60ft.<\/p><table style=\"height: 53px;\" width=\"326\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>16 (+3)<\/td><td>12 (+1)<\/td><td>13 (+1)<\/td><td>9 (- 1)<\/td><td>12 (+1)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +5<\/p><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p><p>nonmagical weapons<\/p><p><strong>Senses<\/strong> passive Perception 15<\/p><p><strong>Languages<\/strong> understands Common and Elvish but can't speak<\/p><p><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Dive Attack<\/strong>. If the peryton is flying and dives at least 30 feet<\/p><p>straight toward a target and then hits it with a melee weapon<\/p><p>attack, the attack deals an extra 9 (2d8) damage to the target.<\/p><p><strong>Fly by<\/strong>. The peryton doesn't provoke an opportunity attack when<\/p><p>it flies out of an enemy's reach.<\/p><p><strong>Keen Sight and Smell<\/strong>. The peryton has advantage on Wisdom<\/p><p>(Perception) checks that rely on sight or smell .<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The peryton makes one gore attack and one<\/p><p>talon attack.<\/p><p><strong>Gore<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 7 (1d8 + 3) piercing damage.<\/p><p><strong>Talons<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 8 (2d4 + 3) piercing damage.<\/p><p>&nbsp;<\/p><p><strong>Although this monstrous carnivore<\/strong> feeds on<\/p><p>any creature, it prefers humanoids, especially<\/p><p>elves, half-elves, and humans. When it kills a<\/p><p>humanoid, a peryton rips out its prey's heart and<\/p><p>takes it back to its nest to be devoured.<\/p><p>&nbsp;<\/p><p><strong>The peryton is a bizarre creature<\/strong> that blends the<\/p><p>body and wings of a bird of prey with the head of a<\/p><p>stag. Its strangest feature is its shadow, which appears<\/p><p>humanoid rather than reflecting the creature's physical<\/p><p>form. Sages postulate that the first perytons were<\/p><p>humans transformed by a hideous curse or magical<\/p><p>experiment, but bards tell a different tale of a man<\/p><p>whose infidelity caused his scorned wife to cut out the<\/p><p>heart of her younger, more beautiful rival and consume<\/p><p>it in a ritual intended to forever win her husband's<\/p><p>heart. The ritual succeeded until the woman's villainy<\/p><p>was exposed. She was hanged for her crime, but the<\/p><p>lingering magic of her foul ritual caused the carrion<\/p><p>birds that feasted on her corpse to transform into the<\/p><p>first perytons.<\/p><p>&nbsp;<\/p><p><strong>Unnatural Hunger<\/strong>. A peryton's reproductive cycle<\/p><p>depends on the heart of a freshly killed humanoid. The<\/p><p>organ must be consumed by a female peryton before<\/p><p>she can reproduce. When a peryton consumes a heart,<\/p><p>its shadow changes for a brief time to reflect its true<\/p><p>monstrous form.<\/p><p>&nbsp;<\/p><p><strong>When attacking a humanoid<\/strong>, a peryton is single-<\/p><p>minded and relentless, fighting until it or its prey dies.<\/p><p>If a peryton is somehow driven away, it stalks lost prey<\/p><p>from afar, attacking again when the opportunity arises.<\/p><p>&nbsp;<\/p><p><strong>Bane of the Mountains<\/strong>. Perytons roost atop<\/p><p>mountain ridges and lair in high caves. They prey on<\/p><p>creatures living or wandering in the vales below, and<\/p><p>travelers on lonely mountain roads learn to keep a<\/p><p>wary eye on the sky. Because normal weapons are less<\/p><p>effective against perytons, the folk of the mountains<\/p><p>know to avoid confrontations with these monsters<\/p><p>at all costs.<\/p><p>&nbsp;<\/p><p><strong>Established settlements<\/strong> are attractive to perytons<\/p><p>as a renewable food source. As such, village councils<\/p><p>and local nobles' often hire adventurers to eliminate<\/p><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":"<h2>Piercer<\/h2><p>Medium monstrosity, unaligned<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 22 (3d8 + 9)<\/p><p><strong>Speed<\/strong> 5 ft., climb 5 ft.<\/p><table style=\"height: 53px;\" width=\"297\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>10 (+0)<\/td><td>13 (+1)<\/td><td>16 (+3)<\/td><td>1 (- 5)<\/td><td>7 (- 2)<\/td><td>3 (-4)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Stealth +5<\/p><p><strong>Senses<\/strong> blindsight 30ft. , darkvision 60ft., passive Perception 8<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/2 (100 XP)<\/p><p><strong>False Appearance<\/strong>. While the piercer remains motionless on the<\/p><p>ceiling, it is indistinguishable from a normal stalactite.<\/p><p><strong>Spider Climb<\/strong>. The piercer can climb difficult surfaces,<\/p><p>including upside down on ceilings, without needing to make an<\/p><p>ability check.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Drop<\/strong>. Melee Weapon Attack: +3 to hit, one creature directly<\/p><p>underneath the piercer. Hit: 3 (1d6) piercing damage per 10<\/p><p>feet fallen , up to 21 (6d6). Miss: The piercer takes half the<\/p><p>normal falling damage for the distance fallen.<\/p><p>&nbsp;<\/p><p><strong>Clinging to the ceilings of caverns<\/strong> and large<\/p><p>subterranean passages, piercers blend in perfectly with<\/p><p>natural rock, dropping in silence to impale unsuspecting<\/p><p>foes on the ground below.<\/p><p>&nbsp;<\/p><p><strong>A piercer<\/strong> is the larval form of a roper, and the two<\/p><p>creatures often attack in tandem. A rock-like shell<\/p><p>encases a piercer's body, giving it the look and texture<\/p><p>of a stalactite. That shell protects a soft, slug-like upper<\/p><p>body that lets the piercer move across cavern walls<\/p><p>and ceilings to position itself for prey. With its eye and<\/p><p>mouth closed, the piercer is difficult to distinguish from<\/p><p>ordinary rock formations.<\/p><p>&nbsp;<\/p><p><strong>Patient Hunters<\/strong>. Piercers can see, but they can also<\/p><p>respond to noise and heat, waiting for living creatures to<\/p><p>pass beneath them, then falling to attack. A piercer that<\/p><p>misses its chance to kill must make its slow way back<\/p><p>to the ceiling. A fallen piercer excretes a foul-smelling<\/p><p>slime when attacked, making most predators think<\/p><p>twice about eating it.<\/p><p>&nbsp;<\/p><p><strong>Piercers gather in colonies<\/strong> to maximize the<\/p><p>effectiveness of their attacks, dropping simultaneously<\/p><p>to increase the odds of striking prey. After a piercer<\/p><p>successfully slays a creature, the others slowly creep<\/p><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":"<div><h2>Pixie<\/h2><p>Tiny fey, neutral good<\/p><p><strong>Armor Class<\/strong> 15<\/p><p><strong>Hit Points<\/strong> 1 (1d4 - 1)<\/p><p><strong>Speed<\/strong> 10ft., fly 30 ft.<\/p><table style=\"height: 53px;\" width=\"326\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>2 (- 4)<\/td><td>20 (+5)<\/td><td>8 (- 1)<\/td><td>10 (+0)<\/td><td>14 (+2)<\/td><td>15 (+2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +4, Stealth +7<\/p><p><strong>Senses<\/strong> passive Perception 14<\/p><p><strong>Languages<\/strong> Sylvan<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Magic Resistance<\/strong>. The pixie has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p><strong>Innate Spellcasting<\/strong>. The pixie's innate spellcasting ability is<\/p><p>Charisma (spell save DC 12). It can innately cast the following<\/p><p>spells, requiring only its pixie dust as a component:<\/p><p><strong>At will<\/strong>: druidcraft<\/p><p><strong>1\/day<\/strong> each: confusion, dancing lights, detect evil and good,<\/p><p>detect thoughts, dispel magic, entangle, fly, phantasmal force,<\/p><p>polymorph, sleep<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Superior Invisibility<\/strong>. The pixie magically turns invisible until<\/p><p>its concentration ends (as if concentrating on a spell). Any<\/p><p>equipment the pixie wears or carries is invisible with it.<\/p><p>&nbsp;<\/p><p><strong>Standing barely a foot tall<\/strong>, pixies resemble<\/p><p>diminutive elves with gossamer wings like<\/p><p>those of dragonflies or butterflies, bright as the<\/p><p>clear dawn and as luminous as the full moonrise.<\/p><p>&nbsp;<\/p><p><strong>Curious as cats and shy as deer<\/strong>, pixies go where<\/p><p>they please. They like to spy on other creatures<\/p><p>and can barely contain their excitement around<\/p><p>them. The urge to introduce themselves and<\/p><p>strike up a friendship is almost overwhelming;<\/p><p>only a pixie's fear of being captured or attacked<\/p><p>stays its hand. Those who wander through a<\/p><p>pixie's glade might never see the creatures, yet<\/p><p>hear the occasional giggle, gasp, or sigh.<\/p><p>&nbsp;<\/p><p><strong>Pixies array themselves<\/strong> like princes and<\/p><p>princesses of the fey, wearing flowing<\/p><p>gowns and doublets of silk that sparkle<\/p><p>like moonlight on a pond. Some dress<\/p><p>in acorns, leaves, bark, and the pelts of<\/p><p>tiny woodland beasts. They take great pride<\/p><p>in their regalia and beam with joy when they are<\/p><p>complimented on their ensembles.<\/p><p>&nbsp;<\/p><p><strong>Magical Faerie Folk<\/strong>. With their innate power of<\/p><p>invisibility, pixies rarely appear unless they wish to be<\/p><p>seen. In the Feywild and on the Material Plane, pixies<\/p><p>etch patterns of frost on winter ponds and rouse the<\/p><p>buds in springtime. They cause flowers to sparkle with<\/p><p>summer dew, and color the leaves with the blazing<\/p><p>hues of autumn.<\/p><p>&nbsp;<\/p><p><strong>Pixie Dust<\/strong>. When pixies fly visibly, a shower of<\/p><p>sparkling dust follows in their wake like the glittering<\/p><p>tail of a shooting star. A mere sprinkle of pixie dust is<\/p><p>said to be able to grant the power of flight, confuse a<\/p><p>creature hopelessly, or send foes into a magical slumber.<\/p><p>Only pixies can use their dust to its full potential,<\/p><p>but these fey are constantly sought out by mages and<\/p><p>monsters seeking to study or master their power.<\/p><p>&nbsp;<\/p><p><strong>Tiny Tricksters<\/strong>. While the arrival of visitors piques<\/p><p>their curiosity, pixies are too shy to reveal themselves<\/p><p>at first. They study the visitors from afar to gauge<\/p><p>their temperament or play harmless tricks on them to<\/p><p>measure their reactions. For example, pixies might<\/p><p>tie a dwarf's boots together, create illusions of strange<\/p><p>creatures or treasures, or use dancing lights to lead<\/p><p>interlopers astray. If the visitors respond with hostility,<\/p><p>the pixies give them a wide berth. If the visitors are<\/p><p>good natured, the pixies are likely to be emboldened<\/p><p>and more friendly. The fey might even emerge and offer<\/p><p>to guide their \"guests\" along a safe route or invite them<\/p><p>to a tiny yet satisfying feast prepared in their honor.<\/p><p>&nbsp;<\/p><p><strong>Opposed to Violence<\/strong>. Unlike their fey cousins, the<\/p><p>sprites, pixies abhor weapons and would sooner flee<\/p><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":"<div><h2>Quaggoth<\/h2><p>Meaium humanoid (quaggoth), chaotic neutral<\/p><p><strong>Armor Class<\/strong> 13 (natural armor)<\/p><p><strong>Hit Points<\/strong> 45 (6d8 + 18)<\/p><p><strong>Speed<\/strong> 30ft., climb 30ft.<\/p><table style=\"height: 53px;\" width=\"296\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>17 (+3)<\/td><td>12 (+1 )<\/td><td>16 (+3)<\/td><td>6 (-2)<\/td><td>12 (+1 )<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Athletics +5<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> poisoned<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Undercommon<\/p><p><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Wounded Fury<\/strong>. While it has 10 hit points or fewer, the<\/p><p>quaggoth has advantage on attack rolls. In addition, it deals an<\/p><p>extra 7 (2d6) damage to any target it hits with a melee attack.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The quaggoth makes two claw attacks.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 6 (ld6 + 3) slashing damage.<\/p><p>&nbsp;<\/p><p><strong>Savage and territorial<\/strong>, quaggoths climb the chasms<\/p><p>of the Underdark. They maul their foes in a frenzy,<\/p><p>becoming even more murderous in the face of death.<\/p><p>Quaggoth Origins. Quaggoths were never an<\/p><p>enlightened species, but they were not a lways the brutal<\/p><p>Underdark denizens they are today. In a distant age,<\/p><p>quaggoth tribes dwelled upon the surface as nocturnal<\/p><p>arboreal hunters, possessing their own language and<\/p><p>culture . When elves appeared in the mortal realm, they<\/p><p>clashed with the quaggoths, eventually driving them to<\/p><p>near extinction. Only by fleeing deep into the Underdark<\/p><p>did the quaggoths survive.<\/p><p>&nbsp;<\/p><p><strong>As they passed the ages deep beneath the world<\/strong>, the<\/p><p>quaggoths' fur lost its color and their vision adapted to<\/p><p>the darkness, even as the constant danger and weird<\/p><p>magic of their new realm transformed them. Turning<\/p><p>increasingly brutal and savage, they ate whatever food<\/p><p>they could find-and when they could not find it, they<\/p><p>preyed on each other. As cannibalism became part of<\/p><p>their culture, their past was abandoned.<\/p><p>&nbsp;<\/p><p><strong>Servants of the Drow<\/strong>. The ancient enmity between<\/p><p>quaggoths and surface elves makes them easy converts<\/p><p>to the dark elf cause. In recent years, the drow have<\/p><p>taken an interest in breeding quaggoths, encouraging<\/p><p>their ferocity while strengthening their obedience.<\/p><p>Wealthy drow houses have legions of quaggoths at<\/p><p>their command. Even worse, the drow cultivate the<\/p><p>quaggoths' hatred of the elves by leading them on<\/p><p>surface raids against known elven enclaves.<\/p><p>&nbsp;<\/p><p><strong>Thonots<\/strong>. Some quaggoths absorb psionic energy that<\/p><p>suffuses certain parts of the Underdark. When a tribe<\/p><p>discovers that one of its own has inherited such powers,<\/p><p>they press it into the role of tribal shaman, or thonot.<\/p><p>&nbsp;<\/p><p><strong>A thonot<\/strong> keep a tribe's lore and ensures its superiority<\/p><p>against enemies. A thonot that fails the tribe is slain and<\/p><p>devoured in a cannibalistic ritual, in the hope that its<\/p><p>power passes to another more worthy quaggoth.<\/p><p>Poison Immunity. Generations of hunting venomous<\/p><p>subterranean creatures and perpetual exposure to the<\/p><p>molds and fungi that grow in the depths have forced<\/p><p>quaggoths to adapt immunities to poisons of all kinds.<\/p><p>&nbsp;<\/p><p><strong>VARIANT: QUAGGOTH THONOT<\/strong><\/p><p>A quaggoth thonot is a normal quaggoth with a challenge<\/p><p>rating of 3 (700 XP) and the following additional trait.<\/p><p>Innate Spellcasting (Psionics). The quaggoth's innate<\/p><p>spellcasting ability is Wisdom (spell save DC 11 ). The<\/p><p>quaggoth can innately cast the following spells, requiring<\/p><p>no components:<\/p><p><strong>At will<\/strong>: feather fall, mage hand (the hand is invisible)<\/p><p><strong>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":"<div><h2>Young Remorhaz<\/h2><p>Large monstrosity, unaligned<\/p><p><strong>Armor Class<\/strong> 14 (natural armor)<\/p><p><strong>Hit Points<\/strong> 93 (11d10 + 33)<\/p><p><strong>Speed<\/strong> 30 ft., burrow 20ft.<\/p><table style=\"height: 53px;\" width=\"311\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>13 (+1)<\/td><td>17 (+3)<\/td><td>3 (-4)<\/td><td>10 (+0)<\/td><td>4 (-3)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Immunities<\/strong> cold, fire<\/p><p><strong>Senses<\/strong> darkvision 60 ft. , tremorsense 60ft.,<\/p><p><strong>passive<\/strong> Perception 10<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 5 (1 ,800 XP)<\/p><p><strong>Heated Body<\/strong>. A creature that touches the remorhaz or hits<\/p><p>it with a melee attack while within 5 feet of it takes 7 (2d6)<\/p><p>fire damage.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.<\/p><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":"<div><h2>Revenant<\/h2><p>Medium undead, neutral<\/p><p><strong>Armor Class<\/strong> 13 (leather armor)<\/p><p><strong>Hit Points<\/strong> 136 (16d8 + 64)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"333\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>14 (+2)<\/td><td>18 (+4)<\/td><td>13 (+1)<\/td><td>16 (+3)<\/td><td>18 (+4)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Str +7, Con +7, Wis +6, Cha +7<\/p><p><strong>Damage Resistances<\/strong> necrotic, psychic<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> charmed, exhaustion, frightened,<\/p><p>paralyzed, poisoned, stunned<\/p><p><strong>Senses darkvision<\/strong> 60ft., passive Perception 13<\/p><p><strong>Language-&nbsp;<\/strong>the languages it knew in life<\/p><p><strong>Challenge<\/strong> 5 (1 ,800 XP)<\/p><p><strong>Regeneration<\/strong>. The revenant regains 10 hit points at the start<\/p><p>of its turn. If the revenant takes fire or radiant damage, this<\/p><p>trait doesn't function at the start of the revenant's next turn.<\/p><p>The revenant's body is destroyed only if it starts its turn with<\/p><p>0 hit points and doesn't regenerate.<\/p><p><strong>Rejuvenation<\/strong>. When the revenant's body is destroyed, its soul<\/p><p>lingers. After 24 hours, the soul inhabits and animates another<\/p><p>corpse on the same plane of existence and regains all its hit<\/p><p>points. While the soul is bodiless, a wish spell can be used to<\/p><p>force the soul to go to the afterlife and not return.<\/p><p><strong>Turn Immunity<\/strong>. The revenant is immune to effects that<\/p><p>turn undead.<\/p><p><strong>Vengeful<\/strong> <strong>Tracker<\/strong>. The revenant knows the distance to and<\/p><p>direction of any creature against which it seeks revenge, even<\/p><p>if the creature and the revenant are on different planes of<\/p><p>existence. If the creature being tracked by the revenant dies,<\/p><p>the revenant knows.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The revenant makes two fist attacks.<\/p><p><strong>Fist<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:<\/p><p>11 (2d6 + 4) bludgeoning damage. If the target is a creature<\/p><p>against which the revenant has sworn vengeance, the target<\/p><p>takes an extra 14 (4d6) bludgeoning damage. Instead of dealing<\/p><p>damage, the revenant can grapple the target (escape DC 14)<\/p><p>provided the target is Large or smaller.<\/p><p><strong>Vengeful Glare<\/strong>. The revenant targets one creature it can see<\/p><p>within 30 feet of it and against which it has sworn vengeance.<\/p><p>The target must make a DC 15 Wisdom saving throw. On a<\/p><p>failure, the target is paralyzed until the revenant deals damage<\/p><p>to it, or until the end of the revenant's next turn. When the<\/p><p>paralysis ends, the target is frightened of the revenant for 1<\/p><p>minute. The frightened target can repeat the saving throw at<\/p><p>the end of each of its turns, with disadvantage if it can see<\/p><p>the revenant, ending the frightened condition on itself on<\/p><p>a success.<\/p><p>&nbsp;<\/p><p><strong>A revenant forms<\/strong> from the soul of a mortal who met a<\/p><p>cruel and undeserving fate. It claws its way back into the<\/p><p>world to seek revenge against the one who wronged it.<\/p><p>The revenant reclaims its mortal body and superficially<\/p><p>resembles a zombie. However, instead of lifeless eyes,<\/p><p>a revenant's eyes burn with resolve and flare in the<\/p><p>presence of its adversary. If the revenant's original<\/p><p>body was destroyed or is otherwise unavailable, the<\/p><p>spirit of the revenant enters another humanoid corpse.<\/p><p>Regardless of the body the revenant uses as a vessel,<\/p><p>its adversary always recognizes the revenant for what<\/p><p>it truly is.<\/p><p>&nbsp;<\/p><p><strong>Hunger for Revenge<\/strong>. A revenant has only one year to<\/p><p>exact revenge. When its adversary dies, or if the revenant<\/p><p>fails to kill its adversary before its time runs out, it<\/p><p>crumbles to dust and its soul fades into the afterlife. If its<\/p><p>foe is too powerful for the revenant to destroy on its own,<\/p><p>it seeks worthy allies to help it fulfill its quest.<\/p><p>&nbsp;<\/p><p><strong>Divine]ustice<\/strong>. No magic can hide a creature pursued<\/p><p>by a revenant, which always knows the direction and<\/p><p>distance between it and the target of its vengeance. In<\/p><p>cases where the revenant seeks revenge against more<\/p><p>than one adversary, it pursues them one at a time,<\/p><p>starting with the creature that dealt it the killing blow.<\/p><p>If the revenant's body is destroyed, its soul flies forth to<\/p><p>seek out a new corpse in which to resume its hunt.<\/p><p>&nbsp;<\/p><p><strong>Undead Nature<\/strong>. A revenant doesn't require air, food,<\/p><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":"<div><h2>Sahuagin Priestess<\/h2><p>Medium numanoid (sahuagin), lawful evil<\/p><p><strong>Armor Class<\/strong> 12 (natural armor)<\/p><p><strong>Hit Points<\/strong> 33 (6d8 + 6)<\/p><p><strong>Speed<\/strong> 30ft., swim 40ft.<\/p><table style=\"height: 53px;\" width=\"330\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>13 (+1)<\/td><td>11 (+0)<\/td><td>12 (+1)<\/td><td>12 (+1)<\/td><td>14 (+2)<\/td><td>13 (+1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +6, Religion +3<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 16<\/p><p><strong>Languages<\/strong> Sahuagin<\/p><p>Challenge 2 (450 XP)<\/p><p><strong>Blood Frenzy<\/strong>. The sahuagin has advantage on melee attack<\/p><p>rolls against any creature that doesn't have all its hit points.<\/p><p><strong>Limited Amphibiousness<\/strong>. The sahuagin can breathe air and<\/p><p>water, but she needs to be submerged at least once every 4<\/p><p>hours to avoid suffocating.<\/p><p><strong>Shark Telepathy<\/strong>. The sahuagin can magically command any<\/p><p>shark within 120 feet of her, using a limited telepathy.<\/p><p><strong>Spellcasting<\/strong>. The sahuagin is a 6th-level spellcaster. Her<\/p><p>spellcasting ability is Wisdom (spell save DC 12, +4 to hit with<\/p><p>spell attacks). She has the following cleric spells prepared:<\/p><p><strong>Cantrips<\/strong> (at will): guidance, thaumaturgy<\/p><ul><li>1st level (4 slots): bless, detect magic, guiding bolt<\/li><li>2nd level (3 slots): hold person, spiritual weapon (trident)<\/li><li>3rd level (3 slots): mass healing word, tongues<\/li><\/ul><p><strong>Multiattack<\/strong>. The sahuagin makes two attacks: one with her<\/p><p>bite and one with her claws.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p><p>Hit: 3 (ld4 + 1) piercing damage.<\/p><p><strong>Claws<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p><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":"<div><h2>Fire Snake<\/h2><p>Medium elemental, neutral evil<\/p><p><strong>Armor Class<\/strong> 14 (natural armor)<\/p><p><strong>Hit Points<\/strong> 22 (Sd8)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"332\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>12 (+1)<\/td><td>14 (+2)<\/td><td>11 (+0)<\/td><td>7 (-2)<\/td><td>10 (+0)<\/td><td>8 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Vulnerabilities<\/strong> cold<\/p><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p><p>nonmagical weapons<\/p><p><strong>Damage<\/strong> Immunities fire<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 10<\/p><p><strong>Languages<\/strong> understands lgnan but can't speak<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>Heated Body<\/strong>. A creature that touches the snake or hits it with a<\/p><p>melee attack while within 5 feet of it takes 3 (1d6) fire damage.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The snake makes two attacks: one with its bite<\/p><p>and one with its tail.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p><p>Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage.<\/p><p><strong>Tail<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:<\/p><p>3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.<\/p><p>&nbsp;<\/p><p><strong>Fire Snakes<\/strong>. Salamanders hatch from eggs that<\/p><p>are two-foot-diameter spheres of smoldering obsidian.<\/p><p>When a salamander is ready to hatch, it melts its way<\/p><p>through the egg's thick shell and emerges as a fire<\/p><p>snake. A fire snake matures into a salamander adult<\/p><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":"<div><h2>Sahuagin Baron<\/h2><p>Large humanoid ahuagin) , lawful evil<\/p><p><strong>Armor Class<\/strong> 16 (breastplate)<\/p><p><strong>Hit Points<\/strong> 76 (9dl0 + 27)<\/p><p><strong>Speed<\/strong> 30ft., swim 50 ft.<\/p><table style=\"height: 53px;\" width=\"307\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>19 (+4)<\/td><td>15 (+2)<\/td><td>16 (+3)<\/td><td>14 (+2)<\/td><td>13 (+1)<\/td><td>17 (+3)<\/td><\/tr><\/tbody><\/table><p><strong>Saving<\/strong> <strong>Throws<\/strong> Dex +5, Con +6, lnt +5, Wis +4<\/p><p><strong>Skills<\/strong> Perception +7<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 17<\/p><p><strong>Languages<\/strong> Sahuagin<\/p><p><strong>Challenge<\/strong> 5 (1 ,800 XP)<\/p><p><strong>Blood Frenzy<\/strong>. The sahuagin has advantage on melee attack<\/p><p>rolls against any creature that doesn't have all its hit points.<\/p><p><strong>Limited Amphibiousness<\/strong>. The sahuagin can breathe air and<\/p><p>water, but he needs to be submerged at least once every 4<\/p><p>hours to avoid suffocating.<\/p><p><strong>Shark Telepathy<\/strong>. The sahuagin can magically command any<\/p><p>shark within 120 feet of him, using a limited telepathy.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The sahuagin makes three attacks: one with his<\/p><p>bite and two with his claws or trident.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.<\/p><p>Hit: 9 (2d4 + 4) piercing damage.<\/p><p><strong>Claws<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.<\/p><p>Hit: 11 (2d6 + 4) slashing damage.<\/p><p><strong>Trident<\/strong>. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or<\/p><p>range 20\/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage,<\/p><p>or 13 (2d8 + 4) piercing damage if<\/p><p>make a melee attack.<\/p><p>&nbsp;<\/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":"<div><h2>Scare Crow<\/h2><p>Medium construct, ohaotic evil<\/p><p><strong>Armor Class<\/strong> 11<\/p><p><strong>Hit Points<\/strong> 36 (8d8)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"311\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>11 (+0)<\/td><td>13 (+1)<\/td><td>11 (+0)<\/td><td>10 (+0)<\/td><td>10 (+0)<\/td><td>13 (+1)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Vulnerabilities<\/strong> fire<\/p><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, and slashing from<\/p><p>nonmagical weapons<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p>Condition Immunities charmed, exhaustion , frightened,<\/p><p>paralyzed, poisoned, unconscious<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 10<\/p><p><strong>Languages<\/strong> understands the languages of its creator but<\/p><p>can't speak<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>False Appearance<\/strong>. While the scarecrow remains motionless, it<\/p><p>is indistinguishable from an ordinary, inanimate scarecrow.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The scarecrow makes two claw attacks.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p><p>Hit: 6 (2d4 + 1) slashing damage. If the target is a creature,<\/p><p>it must succeed on a DC 11 Wisdom saving throw or be<\/p><p>frightened until the end of the scarecrow's next turn.<\/p><p><strong>Terrifying Glare<\/strong>. The scarecrow targets one creature it can<\/p><p>see within 30 feet of it. If the target can see the scarecrow, the<\/p><p>target must succeed on a DC 11 Wisdom saving throw or be<\/p><p>magically frightened until the end of the scarecrow's next turn.<\/p><p>The frightened target is paralyzed.<\/p><p>&nbsp;<\/p><p><strong>At harvest time<\/strong>, when death revisits the twilit world and<\/p><p>summer's blossoms bow their withered heads, eerie<\/p><p>scarecrows loom in silent vigil over empty fields. With<\/p><p>immortal patience, these stoic sentinels hold their posts<\/p><p>through wind, storm, and flood, bound to their master's<\/p><p>command, eager to terrify prey with its sackcloth visage<\/p><p>and rend victims with its razor-sharp claws.<\/p><p>&nbsp;<\/p><p><strong>Spirit-Powered Constructs<\/strong>. A scarecrow is animated<\/p><p>by the bound spirit of a slain evil creature, granting it<\/p><p>purpose and mobility. It is this uncanny presence from<\/p><p>beyond death that allows a scarecrow to inspire fear<\/p><p>in those it gazes upon. Hags and witches often bind<\/p><p>scarecrows with the spirits of demons, but any evil spirit<\/p><p>will do. Although aspects of the spirit's personality<\/p><p>might surface, a scarecrow's spirit doesn't recall the<\/p><p>memories it had as a creature, and its will is focused<\/p><p>solely on serving its creator. If its creator dies, the spirit<\/p><p>inhabiting a scarecrow either continues to follow its<\/p><p>last commands, seeks revenge for its creator's death, or<\/p><p>destroys itself.<\/p><p>&nbsp;<\/p><p><strong>Construct Nature<\/strong>. A scarecrow doesn't require air,<\/p><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":"<div><h2>Slaad Tadpole<\/h2><p>Tiny aberration, chaotic neutral<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 10 (4d4)<\/p><p><strong>Speed<\/strong> 30 ft.<\/p><table style=\"height: 40px;\" width=\"297\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>7 (-2)<\/td><td>15 (+2)<\/td><td>10 (+0)<\/td><td>3 (-4)<\/td><td>5 (-3)<\/td><td>3 (-4)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Stealth +4<\/p><p><strong>Damage Resistances<\/strong> acid, cold, fire, lightning, thunder<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 7<\/p><p><strong>Languages<\/strong> understands Slaad but can't speak<\/p><p><strong>Challenge<\/strong> 1\/8 (25 XP)<\/p><p><strong>Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><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":"<div><h2>Red Slaad<\/h2><p>Large aberration, chaotic neutral<\/p><p><strong>Armor Class<\/strong> 14 (natural armor)<\/p><p><strong>Hit Points<\/strong> 93 (1 1d10 + 33)<\/p><p><strong>Speed<\/strong> 30 ft.<\/p><table style=\"height: 53px;\" width=\"282\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>16 (+3)<\/td><td>12 (+1)<\/td><td>16 (+3)<\/td><td>6 (-2)<\/td><td>6 (-2)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception + 1<\/p><p><strong>Damage Resistances<\/strong> acid, cold, fire, lightning, thunder<\/p><p><strong>Senses<\/strong> darkvision 60 ft., passive Perception 11<\/p><p><strong>Languages<\/strong> Slaad, telepathy 60ft.<\/p><p><strong>Challenge<\/strong> 5 (1,800 XP)<\/p><p><strong>Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p><strong>Regeneration<\/strong>. The slaad regains 10 hit points at the start of its<\/p><p>turn if it has at least 1 hit point.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The slaad makes three attacks: one with its bite<\/p><p>and two with its claws.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.<\/p><p>Hit: 8 (2d4 + 3) piercing damage.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.<\/p><p>Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid,<\/p><p>it must succeed on a DC 14 Constitution saving throw or be<\/p><p>infected with a disease- a minuscule slaad egg.<\/p><p><strong>A humanoid host<\/strong> can carry only one slaad egg to term at a<\/p><p>time. Over three months, the egg moves to the chest cavity,<\/p><p>gestates, and forms a slaad tadpole. In the 24-hour period<\/p><p>before giving birth, the host starts to feel unwell, its speed is<\/p><p>halved, and it has disadvantage on attack rolls, ability checks,<\/p><p>and saving throws. At birth, the tadpole chews its way through<\/p><p>vital organs and out of the host's chest in 1 round, killing the<\/p><p>host in the process.<\/p><p><strong>If the disease<\/strong> is cured before the tadpole's emergence, the<\/p><p>unborn slaad is disintegrated.<\/p><p>&nbsp;<\/p><p><strong>When a red slaad claws a humanoid creature<\/strong>, it can<\/p><p>inject an egg from a gland under one of its claws. The<\/p><p>egg works its way into its host and gestates, eventually<\/p><p>forming a slaad tadpole. Such a tadpole then eats its way<\/p><p>out of the host's body, feeds on the host's remains, and<\/p><p>then seeks any other fresh meat it can find. The tadpole<\/p><p>transforms into a fully grown blue slaad- or green<\/p><p>slaad if the host had the ability to cast 3rd level spells or<\/p><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":"<div><h2>Blue Slaad<\/h2><p>Large aberration, chaotic neutral<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 123 (13d10 + 52)<\/p><p><strong>Speed<\/strong> 30 ft.<\/p><table style=\"height: 53px;\" width=\"275\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>20 (+5)<\/td><td>15 (+2)<\/td><td>18 (+4)<\/td><td>7 (-2)<\/td><td>7 (-2)<\/td><td>9 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception + 1<\/p><p><strong>Damage Resistances<\/strong> acid, cold, fire, lightning, thunder<\/p><p><strong>Senses<\/strong> darkvision 60 ft., passive Perception 11<\/p><p><strong>Languages<\/strong> Slaad, telepathy 60ft.<\/p><p><strong>Challenge<\/strong> 7 (2,900 XP)<\/p><p><strong>Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p><strong>Regeneration<\/strong>. The slaad regains 10 hit points at the start of its<\/p><p>turn if it has at least 1 hit point.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The slaad makes three attacks: one with its bite<\/p><p>and two with its claws.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.<\/p><p>Hit: 12 (2d6 + 5) piercing damage.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.<\/p><p>Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid ,<\/p><p>it must succeed on a DC 15 Constitution saving throw or be<\/p><p>infected with a disease called chaos phage. While infected,<\/p><p>the target can't regain hit points, and its hit point maximum is<\/p><p>reduced by 10 (3d6) every 24 hours. If the disease reduces the<\/p><p>target's hit point maximum to 0, the target instantly transforms<\/p><p>into a red slaad or, if it has the ability to cast spells of 3rd<\/p><p>level or higher, a green slaad. Only a wish spell can reverse the<\/p><p>transformation.<\/p><p>&nbsp;<\/p><p><strong>The bone hooks<\/strong> that protrude from the back of a blue<\/p><p>slaad's hands inflict a terrible transformative disease<\/p><p>on humanoids wounded by them. This infection, called<\/p><p>chaos phage, transforms its victim into a fully grown red<\/p><p>slaad- or green slaad if the host was a spellcaster able<\/p><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":"<div><h2>Green Slaad<\/h2><p>Large aberration (shapechonger), chaotic neutral<\/p><p>Armor Class 16 (natural armor)<\/p><p><strong>Hit Points<\/strong> 127 (l5dl0 + 45)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"293\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>15 (+2)<\/td><td>16 (+3)<\/td><td>11 (+0)<\/td><td>8 (-1)<\/td><td>12 (+l)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Arcana +3, Perception +2<\/p><p><strong>Damage Resistances<\/strong> acid, cold, fire, lightning, thunder<\/p><p><strong>Senses<\/strong> blindsight 30ft., darkvision 60ft., passive Perception 12<\/p><p><strong>Languages<\/strong> Slaad, telepathy 60ft.<\/p><p><strong>Challenge<\/strong> 8 (3,900 XP)<\/p><p><strong>Shapechanger<\/strong>. The slaad can use its action to polymorph into<\/p><p>a Small or Medium humanoid, or back into its true form. Its<\/p><p>statistics, other than its size, are the same in each form. Any<\/p><p>equipment it is wearing or carrying isn't transformed. It reverts<\/p><p>to its true form if it dies.<\/p><p><strong>Innate Spellcasting<\/strong>. The slaad's innate spellcasting ability is<\/p><p>Charisma (spell save DC 12). The slaad can innately cast the<\/p><p>following spells, requiring no material components:<\/p><p><strong>At will<\/strong>: detect magic, detect thoughts, mage hand<\/p><ul><li>2\/Day each: fear, invisibility (self only)<\/li><li>l\/Day:fireball<\/li><\/ul><p><strong>Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p>Regeneration. The slaad regains 10 hit points at the start of its<\/p><p>turn if it has at least 1 hit point.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The slaad makes three attacks: one with its bite<\/p><p>and two with its claws or staff. Alternatively, it uses its Hurl<\/p><p>Flame twice.<\/p><p><strong>Bite<\/strong> (Siaad Form Only). Melee Weapon Attack: +7 to hit, reach 5<\/p><p>ft., one target. Hit: 11 (2d6 + 4) piercing damage.<\/p><p><strong>Claw<\/strong> (Siaad Form Only). Melee Weapon Attack: +7 to hit, reach<\/p><p>5 ft., one target. Hit: 7 (ld6 + 4) slashing damage.<\/p><p><strong>Staff<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.<\/p><p>Hit: 11 (2d6 + 4) bludgeoning damage.<\/p><p><strong>Hurl Flame<\/strong>. Ranged Spell Attack: +4 to hit, range 60ft., one<\/p><p>target. Hit: 10 (3d6) fire damage . The fire ignites flammable<\/p><p>objects that aren't being worn or carried.<\/p><p>&nbsp;<\/p><p><strong>Green slaadi<\/strong> are surprisingly intelligent and possess<\/p><p>innate spellcasting ability. A green slaad can change<\/p><p>its shape to appear as a humanoid. If it was born of a<\/p><p>humanoid host, the slaad usually adopts its host's form.<\/p><p>&nbsp;<\/p><p><strong>At some unpredictable point<\/strong> in its existence, a<\/p><p>green slaad unlocks the means to magically, instantly,<\/p><p>and permanently transform itself into a gray slaad.<\/p><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":"<h2>Gray Slaad<\/h2><p>Medium aberration (shapechanger), chaotic neutral<\/p><p><strong>Armor Class<\/strong> 18 (natural armor)<\/p><p><strong>Hit Points<\/strong> 127 (l7d8 +51)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"288\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>17 (+3)<\/td><td>17 (+3)<\/td><td>16 (+3)<\/td><td>13 (+1)<\/td><td>8 (-1)<\/td><td>14 (+2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Arcana +5, Perception +6<\/p><p><strong>Damage Resistances<\/strong> acid, cold, fire , lightning, thunder<\/p><p><strong>Senses<\/strong> blindsight 60 ft., darkvision 60ft., passive Perception 16<\/p><p><strong>Languages<\/strong> Slaad, telepathy 60 ft.<\/p><p><strong>Challenge<\/strong> 9 (5,000 XP)<\/p><p><strong>Shapechanger<\/strong>. The sla ad can use its action to polymorph into<\/p><p>a Small or Medium humanoid, or back into its true form. Its<\/p><p>statistics, other than its size, are the same in each form. Any<\/p><p>equipment it is wearing or carrying isn't transformed. It reverts<\/p><p>to its true form if it dies.<\/p><p><strong>Innate Spellcasting<\/strong>. The slaad's innate spellcasting ability is<\/p><p>Charisma (spell save DC 14). The slaad can innately cast the<\/p><p>following spells, requ iring no material components:<\/p><p><strong>At will<\/strong>: detect magic, detect thoughts, invisibility (self only),<\/p><p>mage hand, major image<\/p><ul><li>2\/day each:fear,fly,fireba \/1 , tongues<\/li><li>l\/day: plane shift (self only)<\/li><\/ul><p><strong>Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p><strong>Magic Weapons<\/strong>. The slaad's weapon attacks are magica l.<\/p><p>Regeneration. The slaad regains 10 hit points at the start of its<\/p><p>turn if it has at least l hit point.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The slaad makes three attacks: one with its bite<\/p><p>and two with its claws or greatsword.<\/p><p><strong>Bite<\/strong> (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5<\/p><p>ft., one target. Hit: 6 (ld6 + 3) piercing damage .<\/p><p><strong>Claws<\/strong> (Siaad Form Only). Melee Weapon Attack: +7 to hit, reach<\/p><p>5 ft. , one target. Hit: 8 (ldlO + 3) slashing damage.<\/p><p><strong>Greatsword<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one<\/p><p>target. Hit: 10 (2d6 + 3) slashing damage.<\/p><p>&nbsp;<\/p><p><strong>Outside of Limbo<\/strong>, gray slaadi act as living extensions of<\/p><p>the will of their masters, the death slaadi. A gray slaad<\/p><p>journeys to the Material Plane on errands of doom,<\/p><p>often taking humanoid form. A gray slaad learns how<\/p><p>to master the use of a greatsword and imbue it with its<\/p><p>own innate magic.<\/p><p>&nbsp;<\/p><p><strong>A gray slaad<\/strong> that eats the entire corpse of a dead<\/p><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":"<div><h2>Death Slaad<\/h2><p>Medium aberration (shapechanger), chaotic evil<\/p><p><strong>Armor Class<\/strong> 18 (natural armor)<\/p><p><strong>Hit Points<\/strong> 170 (20d8 + 80)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"317\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>20 (+5)<\/td><td>15 (+2)<\/td><td>19 (+4)<\/td><td>15 (+2)<\/td><td>10 (+0)<\/td><td>16 (+3)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Arcana +6, Perception +8<\/p><p><strong>Damage Resistances<\/strong> acid, cold, fire , lightn ing, thunder<\/p><p><strong>Senses<\/strong> blindsight 60 ft., da rkvision 60ft., passive Perception 18<\/p><p><strong>Languages<\/strong> Slaad , telepathy 60ft.<\/p><p><strong>Challenge<\/strong> 10 (5,900 XP)<\/p><p><strong>Shapechanger<\/strong>. The slaad can use its action to polymorph into<\/p><p>a Small or Medium humanoid, or back into its true form. Its<\/p><p>statistics, other than its size, are the same in each form. Any<\/p><p>equipment it is wearing or carrying isn't transformed. It reverts<\/p><p>to its true form if it dies.<\/p><p><strong>Innate Spellcasting<\/strong>. The slaad's innate spellcasting ability<\/p><p>is Charisma (spell save DC 15, +7 to hit with spell attacks).<\/p><p>The slaad can innately cast the following spells, requiring no<\/p><p>material components:<\/p><p><strong>At will<\/strong>: detect magic, detect thoughts, invisibility (self only),<\/p><p>mage hand, major image<\/p><ul><li>2\/day each: fear, fireball, fly, tongues<\/li><li>1\/day each: cloudki\/1, plane shift<\/li><\/ul><p><strong>Magic Resistance<\/strong>. The slaad has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p>Magic Weapons. The slaad's weapon attacks are magical.<\/p><p><strong>Regeneration<\/strong>. The slaad regains 10 hit points at the start of its<\/p><p>turn if it has at least 1 hit point.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The slaad makes three attacks: one with its bite<\/p><p>and two with its claws or greatsword.<\/p><p><strong>Bite<\/strong> (Siaad Form Only). Melee Weapon Attack: +9 to hit, reach<\/p><p>5 ft., one target. Hit: 9 (ld8 + 5) piercing damage plus 7 (2d6)<\/p><p>necrotic damage.<\/p><p><strong>Claws<\/strong> (Siaad Form Only). Melee Weapon Attack: +9 to hit,<\/p><p>reach 5 ft., one target. Hit: 10 (ld10 + 5) slashing damage plus<\/p><p>7 (2d6) necrotic damage.<\/p><p><strong>Greatsword<\/strong>. Melee Weapon Attack: +9 to hit, reach 5 ft.,<\/p><p>one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6)<\/p><p>necrotic damage.<\/p><p>&nbsp;<\/p><p><strong>Death slaadi<\/strong> are suffused with energy from the Negative<\/p><p>Energy Plane and exemplify evil's corruption of chaos,<\/p><p>and they take sadistic pleasure in bringing harm<\/p><p>to others. They propagate their race by dragooning<\/p><p>mobs of red and blue slaadi and invading other<\/p><p>planes. Humanoids who survive the incursion become<\/p><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":"<h2>Slaad Control Gem<\/h2><p>As a slaad emerges from the Spawning Stone, the stone<\/p><p>magically implants a fragment of itself in the slaad's brain.<\/p><p>This fragment takes the form of a magic gem roughly the size<\/p><p>and shape of a human child's fist. The gem is the same color<\/p><p>as the slaad. Another creature can use magic to draw forth<\/p><p>a slaad's gem and use it to subjugate the slaad. The slaad<\/p><p>must obey whoever possesses its gem. If a slaad's gem is<\/p><p>destroyed, the slaad can no longer be controlled in this way.<\/p><p>&nbsp;<\/p><p><strong>A slaad born<\/strong> from something other than the Spawning<\/p><p>Stone has no gem in its brain, but it gains one if it ever<\/p><p>comes into contact with the Spawning Stone. Slaadi on<\/p><p>Limbo are attracted to the Spawning Stone, so most end up<\/p><p>with a gem. A slaad with a control gem in its brain has the<\/p><p>following additional trait.<\/p><p>&nbsp;<\/p><p><strong>Control Gem<\/strong>. Implanted in the slaad's brain is a magic<\/p><p>control gem. The slaad must obey whoever possesses the<\/p><p>gem and is immune to being charmed while so controlled.<\/p><p>Certain spells can be used to acquire the gem. If the slaad<\/p><p>fails its saving throw against imprisonment, the spell can<\/p><p>transfer the gem to the spellcaster's open hand, instead<\/p><p>of imprisoning the slaad. A wish spell, if cast in the slaad's<\/p><p>presence, can be worded to acquire the gem.<\/p><p>A greater restoration spell cast on the slaad destroys the<\/p><p>gem without harming the slaad.<\/p><p>&nbsp;<\/p><p><strong>Someone who is proficient in Wisdom (Medicine)<\/strong> can<\/p><p>remove the gem from an incapacitated slaad . Each try<\/p><p>requires 1 minute of uninterrupted work and a successful DC<\/p><p>20 Wisdom (Medicine) check. Each failed attempt deals 22<\/p><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":"<h2>Slaad Control Gem<\/h2><p>As a slaad emerges from the Spawning Stone, the stone<\/p><p>magically implants a fragment of itself in the slaad's brain.<\/p><p>This fragment takes the form of a magic gem roughly the size<\/p><p>and shape of a human child's fist. The gem is the same color<\/p><p>as the slaad. Another creature can use magic to draw forth<\/p><p>a slaad's gem and use it to subjugate the slaad. The slaad<\/p><p>must obey whoever possesses its gem. If a slaad's gem is<\/p><p>destroyed, the slaad can no longer be controlled in this way.<\/p><p>&nbsp;<\/p><p><strong>A slaad born<\/strong> from something other than the Spawning<\/p><p>Stone has no gem in its brain, but it gains one if it ever<\/p><p>comes into contact with the Spawning Stone. Slaadi on<\/p><p>Limbo are attracted to the Spawning Stone, so most end up<\/p><p>with a gem. A slaad with a control gem in its brain has the<\/p><p>following additional trait.<\/p><p>&nbsp;<\/p><p><strong>Control Gem<\/strong>. Implanted in the slaad's brain is a magic<\/p><p>control gem. The slaad must obey whoever possesses the<\/p><p>gem and is immune to being charmed while so controlled.<\/p><p>Certain spells can be used to acquire the gem. If the slaad<\/p><p>fails its saving throw against imprisonment, the spell can<\/p><p>transfer the gem to the spellcaster's open hand, instead<\/p><p>of imprisoning the slaad. A wish spell, if cast in the slaad's<\/p><p>presence, can be worded to acquire the gem.<\/p><p>A greater restoration spell cast on the slaad destroys the<\/p><p>gem without harming the slaad.<\/p><p>&nbsp;<\/p><p><strong>Someone who is proficient in Wisdom (Medicine)<\/strong> can<\/p><p>remove the gem from an incapacitated slaad . Each try<\/p><p>requires 1 minute of uninterrupted work and a successful DC<\/p><p>20 Wisdom (Medicine) check. Each failed attempt deals 22<\/p><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":"<div><h2>Thri-Kreen<\/h2><p>Medium humanoid (thri-kreen), chaotic neutral<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 33 (6d8 + 6)<\/p><p><strong>Speed<\/strong> 40 ft.<\/p><table style=\"height: 40px;\" width=\"306\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>12 (+1)<\/td><td>15 (+2)<\/td><td>13 (+1)<\/td><td>8 (-1)<\/td><td>12 (+1)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3, Stealth +4, Survival +3<\/p><p><strong>Senses<\/strong> darkvision 60 ft., pass ive Perce ption 13<\/p><p><strong>Languages<\/strong> Thri-kreen<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>Chameleon<\/strong> <strong>Carapace<\/strong>. The thri-kreen can change the color of<\/p><p>its carapace to match the color and texture of its surroundings.<\/p><p>As a result, it has advantage on Dexterity (Stealth) checks<\/p><p>made to hide.<\/p><p><strong>Standing Leap<\/strong>. The thri-kreen's long jump is up to 30 feet and<\/p><p>its high jump is up to 15 feet, with or without a running start.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The thri-kreen makes two attacks: one with its<\/p><p>bite and one with its claws.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.<\/p><p>Hit: 4 (1d6 + 1) piercing damage, and the target must succeed<\/p><p>on a DC 11 Constitution saving throw or be poisoned for 1<\/p><p>minute. lfthe saving throw fails by 5 or more, the target is also<\/p><p>paralyzed while poisoned in this way. The poisoned target can<\/p><p>repeat the saving throw on each of its turns, ending the effect<\/p><p>on itself on a success.<\/p><p><strong>Claws<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.<\/p><p>Hit: 6 (2d4 + 1) slashing damage.<\/p><p>&nbsp;<\/p><p><strong>Thri-kreen wander<\/strong> the deserts and savannas of the<\/p><p>world, avoiding all other races.<\/p><p>Thri-Kreen Communication. Thri-kreen employ<\/p><p>a language without words. To show emotion and<\/p><p>reaction, a thri-kreen clacks its mandibles and waves its<\/p><p>antennae, giving other thri-kreen a sense of what it is<\/p><p>thinking and feeling. Other creatures find this manner<\/p><p>of communication difficult to interpret and impossible<\/p><p>to duplicate.<\/p><p>&nbsp;<\/p><p><strong>When forced to interact<\/strong> with creatures of other<\/p><p>intelligent species, thri-kreen employ alternative<\/p><p>methods of communication, such as drawing pictures in<\/p><p>sand or making pictures out of twigs or blades of grass.<\/p><p>Limited Emotions. Thri-kreen experience the full<\/p><p>range of emotions but aren't as prone to emotional<\/p><p>outbursts as humans. Thri-kreen with psionic<\/p><p>ability often demonstrate a wider range of emotions,<\/p><p>particularly if they live near or interact with humans or<\/p><p>other highly emotional creatures.<\/p><p>&nbsp;<\/p><p><strong>Isolationists and Wanderers<\/strong>. Thri-kreen consider<\/p><p>all other living creatures as potential nourishment, and<\/p><p>they love the taste of elf flesh in particular. If a creature<\/p><p>might be useful for something other than food, the thri-<\/p><p>kreen aren't likely to attack it on sight. Thri-kreen kill to<\/p><p>survive, never for sport.<\/p><p>&nbsp;<\/p><p><strong>Sleepless<\/strong>. Thri-kreen don't require sleep and can rest<\/p><p>while remaining alert and performing light tasks. Their<\/p><p>inability to sleep is thought to be the reason why thri-<\/p><p>kreen have such short lifespans, the average thri-kreen<\/p><p>life expectancy being only thirty years.<\/p><p>&nbsp;<\/p><p><strong>VARIANT: THRI-KREEN WEAPONS AND PSIONICS<\/strong><\/p><p>Some thri-kreen employ special martial weapons. A gythka is<\/p><p>a two-handed polearm with a blade at each end. A chatkcha<\/p><p>is a flat, triangular wedge with three serrated blades (a light<\/p><p>thrown weapon).<\/p><p><strong>A thri-kreen armed<\/strong> with a gythka and chatkchas gains the<\/p><p>following action options:<\/p><p><strong>Multiattack<\/strong>. The thri-kreen makes two gythka attacks or<\/p><p>two chatkcha attacks.<\/p><p><strong>Gythka<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one<\/p><p>target. Hit: 5 (1 d8 + 1) slashing damage.<\/p><p><strong>Chatkcha<\/strong>. Ranged Weapon Attack: +4 to hit, range 30\/120<\/p><p>ft., one target. Hit: 5 (1d6 + 2) slashing damage.<\/p><p>A few thri-kreen manifest psionic abilities, using their powers<\/p><p>to aid the hunt and communicate more easily with outsiders.<\/p><p><strong>A psionic thri-kreen<\/strong> has telepathy out to a range of 60 feet<\/p><p>and gains the following additional trait:<\/p><p><strong>Innate Spellcasting<\/strong> (Psionics). The thri-kreen's innate<\/p><p>spellcasting ability is Wisdom. The thri-kreen can innately<\/p><p>cast the following spells, requiring no components:<\/p><p>At will: mage hand (the hand is invisible)<\/p><ul><li>2\/day each: blur, magic weapon<\/li><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":"<div><h2>Troglodyte<\/h2><p>Medium humanoid (troglodyte), chaotic evil<\/p><p>Armor Class 11 (natural armor)<\/p><p><strong>Hit Points<\/strong> 13 (2d8 + 4)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"323\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>14 (+2)<\/td><td>10 (+0)<\/td><td>14 (+2)<\/td><td>6 (-2)<\/td><td>10 (+0)<\/td><td>6 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Stealth +2<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 10<\/p><p><strong>Languages<\/strong> Troglodyte<\/p><p><strong>Challenge<\/strong> 1\/4 (SO XP)<\/p><p><strong>Chameleon Skin<\/strong>. The troglodyte has advantage on Dexterity<\/p><p>(Stealth) checks made to hide.<\/p><p><strong>Stench<\/strong>. Any creature other than a troglodyte that starts its<\/p><p>turn within 5 feet of the troglodyte must succeed on a DC 12<\/p><p>Constitution saving throw or be poisoned until the start of the<\/p><p>creature's next turn. On a successful saving throw, the creature<\/p><p>is immune to the stench of all troglodytes for 1 hour.<\/p><p><strong>Sunlight Sensitivity<\/strong>. While in sunlight, the troglodyte<\/p><p>has disadvantage on attack rolls, as well as on Wisdom<\/p><p>(Perception) checks that rely on sight.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The troglodyte makes three attacks: one with its<\/p><p>bite and two with its claws.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 4 (1d4 + 2) piercing damage.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 4 (1d4 + 2) slashing damage.<\/p><p>&nbsp;<\/p><p><strong>The savage, degenerate troglodytes<\/strong> squat in the shallow<\/p><p>depths of the Underdark in a constant state of war<\/p><p>against their neighbors and one another. They mark<\/p><p>the borders of their territories with cracked bones and<\/p><p>skulls, or with pictographs painted in blood or dung.<\/p><p>&nbsp;<\/p><p><strong>Perhaps the most loathsome of all humanoids<\/strong>,<\/p><p>troglodytes eat anything they can stomach. They dwell<\/p><p>in filth. The walls of their cavern homes are smeared<\/p><p>with grime, oily secretions, and the debris of their<\/p><p>foul feasting.<\/p><p>&nbsp;<\/p><p><strong>Simpleminded Brutes<\/strong>. Troglodytes have a simple,<\/p><p>communal culture devoted almost entirely to procuring<\/p><p>food. Too simple to plan more than a few days into the<\/p><p>future, troglodytes rely on constant raids and hunting<\/p><p>to survive. They take sadistic pleasure in hunting<\/p><p>&nbsp;<\/p><p><strong>intelligent creatures weaker<\/strong> than themselves and show<\/p><p>no mercy toward those they capture and drag qack to<\/p><p>their lairs to be devoured. The largest and toughest<\/p><p>troglodytes lead the hunt and become the leaders of<\/p><p>their tribes. However, if a leader shows any weakness or<\/p><p>hesitation, other troglodytes attack and eat it in a frenzy.<\/p><p>&nbsp;<\/p><p><strong>Troglodytes make little and build less<\/strong>, scavenging<\/p><p>their possessions from their prey. They understand<\/p><p>the value of metal weapons and armor, and fight<\/p><p>among one another for the right to have such items. A<\/p><p>troglodyte tribe might be torn apart by battles over a<\/p><p>single longsword.<\/p><p>&nbsp;<\/p><p><strong>Devotees of Laogzed<\/strong>. Some troglodytes venerate<\/p><p>Laogzed, a demonic, monstrously fat toad-lizard that<\/p><p>slumbers in the Abyss. Laogzed offers the troglodytes<\/p><p>nothing in return except aspiration, for it is the dream of<\/p><p>his troglodyte worshipers to become as fat, well-fed, and<\/p><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":"<h2>Umber Hulk<\/h2><p>Large monstrosity, chaotic evil<\/p><p><strong>Armor Class<\/strong> 18 (natural armor)<\/p><p><strong>Hit Points<\/strong> 93 (11d10 + 33)<\/p><p><strong>Speed<\/strong> 30ft., burrow 20 ft.<\/p><table style=\"height: 40px;\" width=\"305\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>20 (+5)<\/td><td>13 (+1)<\/td><td>16 (+3)<\/td><td>9 (-1)<\/td><td>10 (+0)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> darkvision 120ft., tremorsense 60ft.,<\/p><p><strong>passive<\/strong> Perception 10<\/p><p><strong>Languages<\/strong> Umber Hulk<\/p><p><strong>Challenge<\/strong> 5 (1 ,800 XP)<\/p><p><strong>Confusing Gaze<\/strong>. When a creature starts its turn within 30 feet<\/p><p>of the umber hulk and is able to see the umber hulk's eyes, the<\/p><p>umber hulk can magically force it to make a DC 15 Charisma<\/p><p>saving throw, unless the umber hulk is incapacitated.<\/p><p>On a failed saving throw, the creature can't take reactions<\/p><p>until the start of its next turn and rolls a d8 to determine<\/p><p>what it does during that turn. On a 1 to 4, the creature does&nbsp;<\/p><p>nothing. On a 5 or 6, the creature takes no action but uses all<\/p><p>its movement to move in a random direction. On a '1 or 8, the<\/p><p>creature makes one melee attack against a random creature, or<\/p><p>it does nothing if no creature is within reach.<\/p><p><strong>Unless surprised<\/strong>, a creature can avert its eyes to avoid the<\/p><p>saving throw at the start of its turn. If the creature does so, it<\/p><p>can't see the umber hulk until the start of its next turn, when it<\/p><p>can avert its eyes again. If the creature looks at the umber hulk<\/p><p>in the meantime, it must immediately make the save.<\/p><p><strong>Tunneler<\/strong>. The umber hulk can burrow through solid rock at<\/p><p>half its burrowing speed and leaves a 5 foot-wide, 8-foot-high<\/p><p>tunnel in its wake.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The umber hulk makes three attacks: two with its<\/p><p>claws and one with its mandibles.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.<\/p><p>Hit: 9 (1d8 + 5) slashing damage.<\/p><p><strong>Mandibles<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft. , one<\/p><p>target. Hit: 14 (2d8 + 5) slashing damage.<\/p><p>&nbsp;<\/p><p><strong>An abominable horror from deep<\/strong> beneath the earth, an<\/p><p>umber hulk burrows into cave complexes, dungeons, or<\/p><p>Underdark settlements in search of food. Those lucky<\/p><p>enough to survive an umber hulk attack often remember<\/p><p>precious little of the incident, thanks to the umber hulk's<\/p><p>mind-scrambling gaze.<\/p><p>&nbsp;<\/p><p><strong>Devious Delvers<\/strong>. Umber hulks can burrow through<\/p><p>solid rock, forming new tunnels in their wake. The<\/p><p>steel-ha rd chitin of its body can withstand the cave-ins,<\/p><p>tunnel collapses, and rock falls that commonly follow it.<\/p><p>&nbsp;<\/p><p><strong>Burrowing into<\/strong> the wall of a cavern or passageway,<\/p><p>an umber hulk lies in wait for creatures to pass by<\/p><p>on the other side, its hair-like feelers sensing any<\/p><p>movement a round it. When it explodes out in a shower<\/p><p>of earth and rock, its unsuspecting quarry turns to face<\/p><p>the oncoming threat-and is entranced by the umber<\/p><p>hulk's bewildering eyes, forced to stand helpless as its<\/p><p>mandibles snap shut.<\/p><p>&nbsp;<\/p><p><strong>Mind Scrambler<\/strong>. Many survivors of an umber hulk<\/p><p>encounter recollect little about the attack, because the<\/p><p>monster's confusing gaze scrambles their memory of<\/p><p>the event. Those who have fought and killed umber<\/p><p>hulks recognize the signs. For other denizens of<\/p><p>the Underdark, grisly tales of vanished explorers<\/p><p>and wanton destruction speak of an unknown<\/p><p>foe.<\/p><p>&nbsp;<\/p><p><strong>Umber hulks<\/strong> take on supernatural status<\/p><p>in these harrowing stories, many of which<\/p><p>convey the same warning: once an umber<\/p><p>hulk has been spotted, it is a lready too late<\/p><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":"<div><h2>Water Weird<\/h2><p>Large elemental, neutral<\/p><p><strong>Armor Class<\/strong> 13<\/p><p><strong>Hit Points<\/strong> 58 (9d10 + 9)<\/p><p><strong>Speed<\/strong> 0 ft., swim 60 ft.<\/p><table style=\"height: 53px;\" width=\"322\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>17 (+3)<\/td><td>16 (+3)<\/td><td>13 (+1)<\/td><td>11 (+0)<\/td><td>10 (+0)<\/td><td>10 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Resistances<\/strong> fire, bludgeoning, piercing, and slashing<\/p><p>from non magical weapons<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> exhaustion, grappled, paralyzed,<\/p><p>poisoned, restrained, prone, unconscious<\/p><p><strong>Senses<\/strong> blindsight 30ft., passive Perception 10<\/p><p><strong>Languages<\/strong> understands Aquan but doesn't speak<\/p><p><strong>Challenge<\/strong> 3 (700 XP)<\/p><p><strong>Invisible in Water<\/strong>. The water weird is invisible while fully<\/p><p>immersed in water.<\/p><p><strong>Water Bound<\/strong>. The water weird dies if it leaves the water to<\/p><p>which it is bound or if that water is destroyed.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Constrict<\/strong>. Melee Weapon Attack: +5 to hit, reach 10ft., one<\/p><p>creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is<\/p><p>Medium or smaller, it is grappled (escape DC 13) and pulled 5<\/p><p>feet toward the water weird. Until this grapple ends, the target<\/p><p>is restrained, the water weird tries to drown it, and the water<\/p><p>weird can't constrict another target.<\/p><p>&nbsp;<\/p><p><strong>A water weird<\/strong> is an elemental guardian bound to a<\/p><p>specific water-filled location, such as a pool or founfain.<\/p><p>Invisible while immersed in water, its serpentine shape<\/p><p>becomes clear only when it emerges to attack, using its<\/p><p>coils to crush any creature other than its summoner and<\/p><p>those its summoner declares as off limits. When slain, a<\/p><p>water weird becomes an inanimate pool of water.<\/p><p>&nbsp;<\/p><p><strong>Good and Evil Weirds<\/strong>. Like most elementals, a<\/p><p>water weird has no concept of good or evil. However,<\/p><p>a water weird bound to a sacred or befouled source of<\/p><p>water begins to take on the nature of that site, becoming<\/p><p>neutral good or neutral evil.<\/p><p>&nbsp;<\/p><p><strong>A neutral good water weird<\/strong> tries to frighten away<\/p><p>interlopers rather than kill them, while a neutral evil<\/p><p>water weird kills its victims for pleasure and might<\/p><p>turn against its summoner. A water weird loses its evil<\/p><p>alignment if its waters are cleansed with a purify food<\/p><p>and drink spell.<\/p><p>&nbsp;<\/p><p><strong>Elemental Nature<\/strong>. A water weird doesn't require air,<\/p><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":"<div><h2>Yeti<\/h2><p>Large monstrosity, chaotic evil<\/p><p><strong>Armor Class<\/strong> 12 (natural armor)<\/p><p><strong>Hit Points<\/strong> 51 (6d10 + 18)<\/p><p><strong>Speed<\/strong> 40ft., climb 40 ft.<\/p><table style=\"height: 40px;\" width=\"341\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>13 (+1)<\/td><td>16 (+3)<\/td><td>8 (-1)<\/td><td>12 (+1)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3, Stealth +3<\/p><p><strong>Damage Immunities<\/strong> cold<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 13<\/p><p><strong>Languages<\/strong> Yeti<\/p><p><strong>Challenge<\/strong> 3 (700 XP)<\/p><p><strong>Fear of Fire<\/strong>. If the yeti takes fire damage, it has disadvantage<\/p><p>on attack rolls and ability checks until the end of its next turn.<\/p><p><strong>Keen Smell<\/strong>. The yeti has advantage on Wisdom (Perception)<\/p><p>checks that rely on smell.<\/p><p><strong>Snow Camouflage<\/strong>. The yeti has advantage on Dexterity<\/p><p>(Stealth) checks made to hide in snowy terrain.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The yeti can use its Chilling Gaze and makes two<\/p><p>claw attacks.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.<\/p><p>Hit: 7 (ld6 + 4) slashing damage plus 3 (ld6) cold damage .<\/p><p><strong>Chilling Gaze<\/strong>. The yeti targets one creature it can see within 30<\/p><p>feet of it. If the target can see the yeti, the target must succeed<\/p><p>on a DC 13 Constitution saving throw against this magic or<\/p><p>take 10 (3d6) cold damage and then be paralyzed for 1 minute,<\/p><p>unless it is immune to cold damage. The target can repeat the<\/p><p>saving throw at the end of each of its turns, ending the effect<\/p><p>on itself on a success. If the target's saving throw is successful,<\/p><p>or if the effect ends on it, the target is immune to the Chilling<\/p><p>Gaze of all yetis (but not abominable yetis) for 1 hour.<\/p><p>&nbsp;<\/p><p><strong>A yeti's windborne howl<\/strong> sounds out across remote<\/p><p>mountains, striking fear into the hearts of the scattered<\/p><p>miners and herders that dwell there. These hulking<\/p><p>creatures stalk alpine peaks in a ceaseless hunt for<\/p><p>food. Their snow-white fur lets them move like ghosts<\/p><p>against the frozen landscape. A yeti's icy simian eyes<\/p><p>can freeze its prey in place.<\/p><p>&nbsp;<\/p><p><strong>Keen Hunters<\/strong>. Folk of the high peaks travel in groups<\/p><p>and go armed, knowing that yetis can smell living<\/p><p>flesh from miles away. When it finds prey, a yeti moves<\/p><p>quickly over ice and stone to claim its meal, howling to<\/p><p>the thrill of the hunt. Even in a blizzard, the scent of its<\/p><p>quarry draws the yeti through the cold and snow.<\/p><p>&nbsp;<\/p><p><strong>Yetis hunt in solitude or in small family groups<\/strong>. When<\/p><p>creatures flee from a yeti or engage it in battle, other<\/p><p>yetis might catch the scent of blood and close in. The<\/p><p>territorial yetis fight one another for the spoils of such<\/p><p>battles, and yetis slain in the fight are also eaten, amid<\/p><p>euphoric howls.<\/p><p>&nbsp;<\/p><p><strong>Terrifying Howlers<\/strong>. Before an avalanche, a blizzard,<\/p><p>or a deadly frost, the yetis' howls sweep down the<\/p><p>mountain slopes on the icy wind. Some people of the<\/p><p>alpine peaks believe that the voices of loved ones killed<\/p><p>in avalanches and blizzards sound out in the wails of<\/p><p>the yetis, crying warnings of ill omen. More pragmatic<\/p><p>folk attest that the yeti's howl is a reminder that, despite<\/p><p>the great accomplishments of civilization, the civilized<\/p><p>become the hunted in nature's untamed domain.<\/p><p>&nbsp;<\/p><p><strong>Brutal Rampagers<\/strong>. When mountain herds are<\/p><p>abundant, yetis stay clear of humanoid realms. Driven<\/p><p>by hunger, they attack humanoid settlements in<\/p><p>waves; breaking down gates and stockade walls that<\/p><p>once might have daunted them, then devouring the<\/p><p>creatures within.<\/p><p>&nbsp;<\/p><p><strong>Devious mountain<\/strong> folk sometimes use the yetis<\/p><p>as unwitting weapons. A warlord might lay down<\/p><p>slaughtered sheep or goats to draw yetis into an enemy's<\/p><p>camp, sowing chaos and thinning the ranks before<\/p><p>battle. Mountain clan chiefs, wanting to expand their<\/p><p>territory, overhunt local game to diminish the yetis' food<\/p><p>supplies, inspiring attacks on humanoid settlements<\/p><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":"<div><h2>Abominable Yeti<\/h2><p>Huge monstrosity,chaotic' evil<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 137 (lld12 + 66)<\/p><p><strong>Speed<\/strong> 40ft., climb 40ft.<\/p><table style=\"height: 40px;\" width=\"303\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>24 (+7)<\/td><td>10 (+0)<\/td><td>22 (+6)<\/td><td>9 (-1)<\/td><td>13 (+1)<\/td><td>9 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +5, Stealth +4<\/p><p><strong>Damage Immunities<\/strong> cold<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 15<\/p><p><strong>Languages<\/strong> Yeti<\/p><p><strong>Challenge<\/strong> 9 (5,000 XP)<\/p><p><strong>Fear of Fire<\/strong>. If the yeti takes fire damage, it has disadvantage<\/p><p>on attack rolls and ability checks until the end of its next turn.<\/p><p><strong>Keen Smell<\/strong>. The yeti has advantage on Wisdom (Perception)<\/p><p>checks that rely on smell.<\/p><p><strong>Snow Camouflage<\/strong>. The yeti has advantage on Dexterity<\/p><p>(Stealth) checks made to hide in snowy terrain.<\/p><p><strong>Multiattack<\/strong>. The yeti can use its Chilling Gaze and makes two<\/p><p>claw attacks.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target.<\/p><p>Hit: 14 (2d6 + 7) slas hing damage plus 7 (2d6) cold damage.<\/p><p><strong>Chilling Gaze<\/strong>. The yeti targets one creature it can see within 30<\/p><p>feet of it. If the target can see the yeti, the target must succeed<\/p><p>on a DC 18 Constitution saving throw against this magic or<\/p><p>take 21 (6d6) cold damage and then be paralyzed for 1 minute,<\/p><p>unless it is immune to cold damage. Th e target can repeat the<\/p><p>saving throw at the end of each of its turns, end ing the effect<\/p><p>on itself on a success. If the target's saving throw is successful,<\/p><p>or if the effect ends on it, the target is immune to this yeti's<\/p><p>gaze for 1 hour.<\/p><p><strong>Cold Breath<\/strong> (Recharge 6). The yeti exhales a 30-foot cone<\/p><p>off rigid air. Each creature in that area must make a DC 18<\/p><p>Constitution saving throw, taking 45 (10d8) cold damage on a<\/p><p>failed save, or half as much damage on a successful one.<\/p><p>&nbsp;<\/p><p><strong>A yeti's windborne howl<\/strong> sounds out across remote<\/p><p>mountains, striking fear into the hearts of the scattered<\/p><p>miners and herders that dwell there. These hulking<\/p><p>creatures stalk alpine peaks in a ceaseless hunt for<\/p><p>food. Their snow-white fur lets them move like ghosts<\/p><p>against the frozen landscape. A yeti's icy simian eyes<\/p><p>can freeze its prey in place.<\/p><p>&nbsp;<\/p><p><strong>Keen Hunters<\/strong>. Folk of the high peaks travel in groups<\/p><p>and go armed, knowing that yetis can smell living<\/p><p>flesh from miles away. When it finds prey, a yeti moves<\/p><p>quickly over ice and stone to claim its meal, howling to<\/p><p>the thrill of the hunt. Even in a blizzard, the scent of its<\/p><p>quarry draws the yeti through the cold and snow.<\/p><p>&nbsp;<\/p><p><strong>Yetis hunt in solitude or in small family groups<\/strong>. When<\/p><p>creatures flee from a yeti or engage it in battle, other<\/p><p>yetis might catch the scent of blood and close in. The<\/p><p>territorial yetis fight one another for the spoils of such<\/p><p>battles, and yetis slain in the fight are also eaten, amid<\/p><p>euphoric howls.<\/p><p>&nbsp;<\/p><p><strong>Terrifying Howlers<\/strong>. Before an avalanche, a blizzard,<\/p><p>or a deadly frost, the yetis' howls sweep down the<\/p><p>mountain slopes on the icy wind. Some people of the<\/p><p>alpine peaks believe that the voices of loved ones killed<\/p><p>in avalanches and blizzards sound out in the wails of<\/p><p>the yetis, crying warnings of ill omen. More pragmatic<\/p><p>folk attest that the yeti's howl is a reminder that, despite<\/p><p>the great accomplishments of civilization, the civilized<\/p><p>become the hunted in nature's untamed domain.<\/p><p>&nbsp;<\/p><p><strong>Brutal Rampagers<\/strong>. When mountain herds are<\/p><p>abundant, yetis stay clear of humanoid realms. Driven<\/p><p>by hunger, they attack humanoid settlements in<\/p><p>waves; breaking down gates and stockade walls that<\/p><p>once might have daunted them, then devouring the<\/p><p>creatures within.<\/p><p>&nbsp;<\/p><p><strong>Devious mountain<\/strong> folk sometimes use the yetis<\/p><p>as unwitting weapons. A warlord might lay down<\/p><p>slaughtered sheep or goats to draw yetis into an enemy's<\/p><p>camp, sowing chaos and thinning the ranks before<\/p><p>battle. Mountain clan chiefs, wanting to expand their<\/p><p>territory, overhunt local game to diminish the yetis' food<\/p><p>supplies, inspiring attacks on humanoid settlements<\/p><p>that are swiftly annexed in the aftermath.<\/p><p>&nbsp;<\/p><p><strong>Abominable Yetis<\/strong>. An abominable yeti is larger<\/p><p>than a normal yeti, standing three times as tall as a<\/p><p>human. It typically lives and hunts alone, though a pair<\/p><p>of abominable yetis might live together long enough to<\/p><p>raise young. These towering yetis are highly territorial<\/p><p>and savage, attacking and devouring any warm-blooded<\/p><p>creatures they encounter, then scattering the bones<\/p><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":"<div><h2>Yuan-Ti Abomination<\/h2><p>Large monstrosity (shapechanger, yuan-ti), neutral evil<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 127 (15d10 + 45)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 40px;\" width=\"367\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>19 (+4)<\/td><td>16 (+3)<\/td><td>17 (+3)<\/td><td>17 (+3)<\/td><td>15 (+2)<\/td><td>18 (+4)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +5, Stealth +6<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> poisoned<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 15<\/p><p><strong>Languages<\/strong> Abyssal, Common, Draconic<\/p><p><strong>Challenge<\/strong> 7 (2,900 XP)<\/p><p><strong>Shapechanger<\/strong>. The yuan-ti can use its action to polymorph<\/p><p>into a Large snake, or back into its true form. Its statistics are<\/p><p>the same in each form. Any equipment it is wearing or carrying<\/p><p>isn't transformed . It doesn 't change form if it dies.<\/p><p><strong>Innate Spellcasting<\/strong> (Abomination Form Only). The yuan-ti's<\/p><p>innate spellcasting ability is Charisma (spell save DC 15). The<\/p><p>yuan-ti can innately cast the following spells, requiring no<\/p><p>material components:<\/p><p><strong>At will<\/strong>: animal friendship (snakes only)<\/p><ul><li>3\/day: suggestion<\/li><li>1\/day:fear<\/li><\/ul><p><strong>Magic Resistance<\/strong>. The yuan-ti has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong> (Abomination Form Only). The yuan-ti makes two<\/p><p>ranged attacks or three melee attacks, but ca n use its bite and<\/p><p>constrict attacks only once each.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.<\/p><p>Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.<\/p><p><strong>Constrict<\/strong>. Melee Weapon Attack: +7 to hit, reach 10ft., one<\/p><p>target Hit: 11 (2d6 + 4) bludgeoning damage, and the target is<\/p><p>grappled (escape DC 14). Until this grapple ends, the target is<\/p><p>restrained, and the yuan-ti can't constrict another target<\/p><p><strong>Scimitar<\/strong> (Abomination Form Only). Melee Weapon Attack: +7 to<\/p><p>hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.<\/p><p><strong>Longbow<\/strong> (Abomination Form Only). Ranged Weapon Attack: +6<\/p><p>to hit, range 150\/600 ft., one target. Hit: 12 (2d8 + 3) piercing<\/p><p>damage plus 10 (3d6) poison damage .<\/p><p>&nbsp;<\/p><p><strong>Monstrous<\/strong> serpents with burly humanoid torsos and<\/p><p>arms, abominations form the highest caste of yuan-ti<\/p><p>society, and they most closely resemble the race as the<\/p><p>serpent gods intended it. They mastermind elaborate<\/p><p>schemes and perform dark rites in the hope of one day<\/p><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":"<div><h2>Yuan-Ti Malison<\/h2><p>Medium monstrosity (shapechanger, yuan&middot;ti), neutral evil<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 66 (12d8 + 12)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"343\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>16 (+3)<\/td><td>14 (+2)<\/td><td>13 (+1)<\/td><td>14 (+2)<\/td><td>12 (+1)<\/td><td>16 (+3)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Deception +5, Stea lth +4<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> poisoned<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Pe rception 11<\/p><p><strong>Languages<\/strong> Abyssa l, Common, Draconic<\/p><p><strong>Challenge<\/strong> 3 (700 XP)<\/p><p><strong>Shapechanger<\/strong>. The yuan -ti can use its action to polymorph into<\/p><p>a Medium snake, or back into its true form. Its statistics are<\/p><p>the same in each form. Any equipment it is wearing or carrying<\/p><p>isn't transformed. It doesn't change form if it dies.<\/p><p><strong>Innate Spellcasting<\/strong> (Yuan-ti Form Only). The yuan-ti's innate<\/p><p>spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti<\/p><p>can innately cast the following spells, requiring no material<\/p><p>components:<\/p><p><strong>At will<\/strong>: anima\/friendship (snakes only)<\/p><p><strong>3\/day:<\/strong> suggestion<\/p><p><strong>Magic Resistance<\/strong>. The yuan-ti has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p><strong>Malison Type<\/strong>. The yuan-ti has one of the following types:<\/p><ul><li>Type 1: Human body with snake head<\/li><li>Type 2: Human head and body with snakes for arms<\/li><li>Type 3: Human head and upper body with a serpentine lower<\/li><\/ul><p>body instead of legs<\/p><p><strong>ACTIONS FOR TYPE 1<\/strong><\/p><p><strong>Multiattack<\/strong> (Yuan-ti Form Only). The yuan-ti makes two<\/p><p>ranged attacks or two melee attacks, but can use its bite<\/p><p>only once.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.<\/p><p>Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.<\/p><p><strong>Scimitar<\/strong> (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,<\/p><p>reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.<\/p><p><strong>Longbow<\/strong> (Yuan-ti Form Only). Ranged Weapon Attack: +4 to<\/p><p>hit, range 150\/600 ft., one target. Hit: 6 (1d8 + 2) piercing<\/p><p>damage plus 7 (2d6) poison damage.<\/p><p><strong>ACTIONS FOR TYPE 2<\/strong><\/p><p><strong>Multiattack<\/strong> (Yuan-ti Form Only). The yuan-ti makes two bite<\/p><p>attacks using its snake arms.<\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.<\/p><p>Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.<\/p><p><strong>ACTIONS FOR TYPE 3<\/strong><\/p><p><strong>Multiattack<\/strong> (Yuan-ti Form Only). The yuan-ti makes two<\/p><p>ranged attacks or two melee attacks, but can constrict<\/p><p>only once.<\/p><p><strong>Bite<\/strong> (Snake Form Only). Melee Weapon Attack: +5 to hit, reach<\/p><p>5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7<\/p><p>(2d6) poison damage.<\/p><p><strong>Constrict<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one<\/p><p>target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is<\/p><p>grappled (escape DC 13). Until this grapple ends, the target is<\/p><p>restrained, and the yuan-ti can't constrict another target.<\/p><p><strong>Scimitar<\/strong> (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,<\/p><p>reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.<\/p><p><strong>Longbow<\/strong> (Yuan-ti Form Only). Ranged Weapon Attack:<\/p><p>+4 to hit, range 150\/600 ft., one target. Hit: 6 (1d8 + 2)<\/p><p>piercing damage.<\/p><p>&nbsp;<\/p><p><strong>A malison<\/strong> is a hideous blend of human and serpentine<\/p><p>features. Three different types of malisons are known<\/p><p>to exist, and other types are possible. Malisons form<\/p><p>the middle caste of yuan-ti society and hunewith arrows<\/p><p>tipped with their own venom. They use their magical<\/p><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":"<div><h2>Yuan-Ti Pureblood<\/h2><p>Medium humanoid (yuan-ti), neutral evil<\/p><p><strong>Armor Class<\/strong> 11<\/p><p><strong>Hit Points<\/strong> 40 (9d8)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"351\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>11 (+0)<\/td><td>12 (+1)<\/td><td>11 (+0)<\/td><td>13 (+1)<\/td><td>12 (+1)<\/td><td>14 (+2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Deception +6, Perception +3, Stea lth +3<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> poisoned<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 13<\/p><p><strong>Languages<\/strong> Abyssal, Common, Draconic<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>Innate Spellcasting<\/strong>. The yuan-ti's spellcasting ability is<\/p><p>Charisma (spell save DC 12). The yuan-ti can innately cast the<\/p><p>following spells, requiring no material components:<\/p><p><strong>At will<\/strong>: animal friendship (snakes only)<\/p><p><strong>3\/day each<\/strong>: poison spray, suggestion<\/p><p><strong>Magic Resistance<\/strong>. The yuan-ti has advantage on saving throws<\/p><p>against spells and other magical effects.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The yuan-ti makes two melee attacks.<\/p><p><strong>Scimitar<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one<\/p><p>target. Hit: 4 (1d6 + 1) slashing damage.<\/p><p><strong>Shortbow<\/strong>. Ranged Weapon Attack: +3 to hit, range 80\/320<\/p><p>ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6)<\/p><p>poison damage.<\/p><p>&nbsp;<\/p><p><strong>Purebloods form the lowest caste<\/strong> of yuan-ti society.<\/p><p>They closely resemble humans, yet a pureblood<\/p><p>can't pass for human under close scrutiny because<\/p><p>there's always some hint of its true nature, such as<\/p><p>scaly patches of skin, serpentine eyes, pointed teeth,<\/p><p>or a forked tongue. Wearing cloaks and cowls, they<\/p><p>masquerade as humans and infiltrate civilized lands to<\/p><p>gather information, kidnap prisoners for interrogation<\/p><p>and sacrifice, and trade with anyone who has something<\/p><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":"<h2>Arcanaloth<\/h2><p>Medium fiend (yugoloth), neutral evil<\/p><p><strong>Armor Class<\/strong> 17 (natura l armor)<\/p><p><strong>Hit Points<\/strong> 104 (16d8 + 32)<\/p><p><strong>Speed<\/strong> 30ft., fly 30ft.<\/p><table style=\"height: 53px;\" width=\"336\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>17 (+3)<\/td><td>12 (+1)<\/td><td>14 (+2)<\/td><td>20 (+5)<\/td><td>16 (+3)<\/td><td>17 (+3)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Dex +5 , lnt +9, Wis +7, Cha +7<\/p><p><strong>Skills<\/strong> Arcana +13, Deception +9, Insight +9, Perception +7<\/p><p><strong>Damage Resistances<\/strong> cold, fire , lightning; bludgeoning,<\/p><p>piercing, and slashing from nonmagical weapons<\/p><p><strong>Damage Immunities<\/strong> acid, poison<\/p><p><strong>Condition Immunities<\/strong> charmed, poisoned<\/p><p><strong>Senses<\/strong> truesight 120 ft., passive Perception 17<\/p><p><strong>Languages<\/strong> all, telepathy 120ft.<\/p><p><strong>Challenge<\/strong> 12 (8,400 XP)<\/p><p><strong>Innate Spellcasting<\/strong>. The arcanaloth's innate spellcasting ability<\/p><p>is Charisma (spell save DC 15). The arcanaloth can innately<\/p><p>cast the following spells, requiring no material components:<\/p><p><strong>At<\/strong> <strong>will<\/strong>: alter self, darkness, heat metal, invisibility (self only),<\/p><p>magic missile<\/p><p><strong>Magic Resistance<\/strong>. The arcanaloth has advantage on saving<\/p><p>throws against spells and other magical effects.<\/p><p><strong>Magic Weapons<\/strong>. The arcanaloth's weapon attacks are magical.<\/p><p><strong>Spellcasting<\/strong>. The arcanaloth is a 16th-level spellcaster. Its<\/p><p>spellcasting ability is Intelligence (spell save DC 17, +9 to hit<\/p><p>with spell attacks). The arcanaloth has the following wizard<\/p><p>spells prepared:<\/p><p><strong>Cantrips<\/strong> (at will): .fire bolt, mage hand, minor illusion,<\/p><p>prestidigitation<\/p><ul><li>1st level (4 slots): detect magic, identify, shield, Tenser's floating disc<\/li><li>2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion<\/li><li>3rd level (3 slots): counterspeiiJear,fireba\/1<\/li><li>4th level (3 slots): banishment, dimension door<\/li><li>5th level (2 slots): contact other plane, hold monster<\/li><li>6th level (1 slot): chain lightning<\/li><li>7th level (1 slot):.finger of death<\/li><li>8th level (1 slot): mind blank<\/li><\/ul><p><strong>ACTIONS<\/strong><\/p><p><strong>Claws<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target.<\/p><p>Hit: 8 (2d4 + 3) slashing damage. The target must make a DC<\/p><p>14 Constitution saving throw, taking 10 (3d6) poison damage<\/p><p>on a failed save, or half as much damage on a successful one.<\/p><p><strong>Teleport<\/strong>. The arcanaloth magically teleports, along with<\/p><p>any equipment it is wearing or carrying, up to 60 feet to an<\/p><p>unoccupied space it can see.<\/p><p>&nbsp;<\/p><p><strong>Arcanaloths are sly, jackal-headed beings<\/strong> with<\/p><p>humanoid bodies, but they can employ magic to take any<\/p><p>humanoid form. They do so to gain the trust of creatures<\/p><p>with whom they negotiate, replacing jackal snarls with<\/p><p>winsome smiles.<\/p><p>&nbsp;<\/p><p><strong>Regardless of its chosen form<\/strong>, an arcanaloth appears<\/p><p>well groomed, clothing itself in fine robes. Highly<\/p><p>intelligent spellcasters who hunger for knowledge and<\/p><p>power, arcanaloths command units of lesser yugoloths<\/p><p>and maintain the contracts, records, and accounts<\/p><p>of their kind.<\/p><p>&nbsp;<\/p><p><strong>Arcanaloths speak and write all languages<\/strong>, making<\/p><p>them cunning diplomats and negotiators. An arcanaloth<\/p><p>properly paid can broker treaties or alliances with<\/p><p>subtlety and finesse, just as an arcana loth who changes<\/p><p>sides can easily turn the best-laid peace talks into all-out<\/p><p>war. What the fiend demands in exchange for its time<\/p><p>and talent is information, as well as powerful magic<\/p><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":"<div><h2>Mezzoloth<\/h2><p>Medium fiend (yugoloth), neutral evil<\/p><p><strong>Armor Class<\/strong> 18 (natural armor)<\/p><p><strong>Hit Points<\/strong> 75 (10d8 + 30)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 53px;\" width=\"307\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>11 (+0)<\/td><td>16 (+3)<\/td><td>7 (-2)<\/td><td>10 (+0)<\/td><td>11 (+0)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3<\/p><p><strong>Damage Resistances<\/strong> cold , fire, lightning; bludgeoning,<\/p><p>piercing, and slashing from non magical weapons<\/p><p><strong>Damage Immunities<\/strong> acid, poison<\/p><p><strong>Condition Immunitie<\/strong>s poisoned<\/p><p><strong>Senses<\/strong> blindsight 60ft., darkvision 60ft.,<\/p><p>passive Perception 13<\/p><p><strong>Languages<\/strong> Abyssal, Infernal, telepathy 60ft.<\/p><p><strong>Challenge<\/strong> 5 (1,800 XP)<\/p><p><strong>Innate Spellcasting<\/strong>. The mezzoloth's innate spellcasting ability<\/p><p>is Charisma (spell save DC 11). The mezzoloth can innately<\/p><p>cast the following spells, requiring no material components:<\/p><p><strong>2\/day<\/strong> each: darkness, dispel magic<\/p><p><strong>1\/day<\/strong>: cloudkill<\/p><p><strong>Magic Resistance<\/strong>. The mezzoloth has advantage on saving<\/p><p>throws against spells and other magical effects.<\/p><p><strong>Magic Weapons<\/strong>. The mezzoloth's weapon attacks are magical.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The mezzoloth makes two attacks: one with its<\/p><p>claws and one with its trident.<\/p><p><strong>Claws<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.<\/p><p>Hit: 9 (2d4 + 4) slashing damage.<\/p><p><strong>Trident<\/strong>. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.<\/p><p>or range 20\/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage,<\/p><p>or 8 (ld8 + 4) piercing damage when held with two claws and<\/p><p>used to make a melee attack.<\/p><p><strong>Teleport<\/strong>. The mezzo loth magically teleports, along with<\/p><p>any equipment it is wearing or carrying, up to 60 feet to an<\/p><p>unoccupied space it can see.<\/p><p>&nbsp;<\/p><p><strong>The bulk of the yugoloth population<\/strong> is made up of<\/p><p>mezzoloths, which are human-sized insect creatures<\/p><p>covered in dense chitinous plates. Mezzoloths serve<\/p><p>as foot soldiers in yugoloth armies, their wide-set eyes<\/p><p>glowing red as the mezzoloths bear down on their foes.<\/p><p>&nbsp;<\/p><p><strong>Violence and reward<\/strong> are the fundamental drives of<\/p><p>a mezzoloth, and powerful beings that promise one or<\/p><p>the other can easily attract them into service. Although<\/p><p>it has lethal claws on its four arms, a mezzoloth<\/p><p>typically wields a trident in two of them. If surrounded<\/p><p>by enemies, a mezzoloth exhales toxic fumes that can<\/p><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":"<div><h2>Nycaloth<\/h2><p>Large fiend (yugoloth), neutral evil<\/p><p><strong>Armor Class<\/strong> 18 (natural armor)<\/p><p><strong>Hit Points<\/strong> 123 (13d10 +52)<\/p><p><strong>Speed<\/strong> 40 ft., fly 60ft.<\/p><table style=\"height: 53px;\" width=\"315\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>20 (+5)<\/td><td>11 (+0)<\/td><td>19 (+4)<\/td><td>12 (+1)<\/td><td>10 (+0)<\/td><td>15 (+2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Intimidation +6, Perception +4, Stealth +4<\/p><p><strong>Damage Resistances<\/strong> cold, fire, lightning; bludgeoning,<\/p><p>piercing, and slashing from non magical weapons<\/p><p><strong>Damage Immunities<\/strong> acid, poison<\/p><p><strong>Condition Immunities<\/strong> poisoned<\/p><p><strong>Senses<\/strong> blindsight 60ft., darkvision 60ft.,<\/p><p>passive Perception 14<\/p><p><strong>Languages<\/strong> Abyssal, Infernal, telepathy 60ft.<\/p><p><strong>Challenge<\/strong> 9 (5,000 XP)<\/p><p><strong>Innate Spellcasting<\/strong>. The nycaloth's innate spellcasting ability is<\/p><p>Charisma. The nycaloth can innately cast the following spells,<\/p><p>requiring no material components:<\/p><p><strong>At will<\/strong>: darkness, detect magic, dispel magic, invisibility (self<\/p><p>only), mirror image<\/p><p><strong>Magic Resistance<\/strong>. The nycaloth has advantage on saving<\/p><p>throws against spells and other magical effects.<\/p><p><strong>Magic Weapons<\/strong>. The nycaloth's weapon attacks are magical.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The nycaloth makes two melee attacks, or<\/p><p>it makes one melee attack and teleports before or after<\/p><p>the attack.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.<\/p><p>Hit: 12 (2d6 + 5) slashing damage. If the target is a creature,<\/p><p>it must succeed on a DC 16 Constitution saving throw or take<\/p><p>5 (2d4) slashing damage at the start of each of its turns due<\/p><p>to a fiendish wound. Each time the nycaloth hits the wounded<\/p><p>target with this attack, the damage dealt by the wound<\/p><p>increases by 5 (2d4). Any creature can take an action to stanch<\/p><p>the wound with a successful DC 13 Wisdom (Medicine) check.<\/p><p>The wound also closes if the target receives magical healing.<\/p><p><strong>Greataxe<\/strong>. Melee Weapon Attack: +9 to hit, reach 5 ft., one<\/p><p>target. Hit: 18 (2d12 + 5) slashing damage.<\/p><p><strong>Teleport<\/strong>. The nycaloth magically teleports, along with any<\/p><p>equipment it is wearing or carrying, up to 60 feet to an<\/p><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":"<div><h2>Ultroloth<\/h2><p>Medium fiend (yugoloth), neutral evil<\/p><p><strong>Armor Class<\/strong> 19 (natural armor)<\/p><p><strong>Hit Points<\/strong> 153 (18d8 + 72)<\/p><p><strong>Speed<\/strong> 30ft., fly 60ft.<\/p><table style=\"height: 40px;\" width=\"239\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>16 (+3)<\/td><td>16 (+3)<\/td><td>18 (+4)<\/td><td>18 (+4)<\/td><td>15 (+2)<\/td><td>19 (+4)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Intimidation +9, Perception +7, Stealth +8<\/p><p><strong>Damage Resistances<\/strong> cold, fire, lightning; bludgeoning,<\/p><p>piercing, and slashing from non magical weapons<\/p><p><strong>Damage Immunities<\/strong> acid, poison<\/p><p><strong>Condition Immunities<\/strong> charmed, frightened, poisoned<\/p><p><strong>Senses<\/strong> truesight 120ft., passive Perception 17<\/p><p><strong>Languages<\/strong> Abyssal, Infernal, telepathy 120ft.<\/p><p><strong>Challenge<\/strong> 13 (10,000 XP)<\/p><p><strong>Innate Spellcasting<\/strong>. The ultroloth's innate spellcasting ability is<\/p><p>Charisma (spell save DC 17). The ultroloth can innately cast the<\/p><p>following spells, requiring no material components:<\/p><p><strong>At will<\/strong>: alter self, clairvoyance, darkness, detect magic, detect<\/p><p>thoughts, dispel magic, invisibility (self only), suggestion<\/p><p><strong>3\/day<\/strong> each: dimension door,fear, wall of fire<\/p><p><strong>1\/day<\/strong> each: fire storm, mass suggestion<\/p><p><strong>Magic Resistance<\/strong>. The ultroloth has advantage on saving<\/p><p>throws against spells and other magical effects.<\/p><p><strong>Magic Weapons<\/strong>. The ultroloth's weapon attacks are magical.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The ultroloth can use its Hypnotic Gaze and<\/p><p>makes three melee attacks.<\/p><p><strong>Longsword<\/strong>. Melee Weapon Attack: +8 to hit, reach 5 ft., one<\/p><p>target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)<\/p><p>slashing damage if used with two hands.<\/p><p><strong>Hypnotic Gaze<\/strong>. The ultroloth's eyes sparkle with opalescent<\/p><p>light as it targets one creature it can see within 30 feet of it. If<\/p><p>the target can see the ultroloth, the target must succeed on a<\/p><p>DC 17 Wisdom saving throw against this magic or be charmed<\/p><p>until the end of the ultroloth's next turn. The charmed target is<\/p><p>stunned. If the target's saving throw is successful, the target is<\/p><p>immune to the ultroloth's gaze for the next 24 hours.<\/p><p><strong>Teleport<\/strong>. The ultroloth magically teleports, along with any<\/p><p>equipment it is wearing or carrying, up to 60 feet to an<\/p><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":"<div><h2>Beholder Zombie<\/h2><p>Large undead, neutral evil<\/p><p><strong>Armor Class<\/strong> 15 (natural armor)<\/p><p><strong>Hit Points<\/strong> 93 (lld10 + 33)<\/p><p><strong>Speed<\/strong> 0 ft., fly 20ft. (hover)<\/p><table style=\"height: 40px;\" width=\"292\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>10 (+0)<\/td><td>8 (- 1)<\/td><td>16 (+3)<\/td><td>3 (-4)<\/td><td>8 (- 1)<\/td><td>5 (- 3)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Wis +2<\/p><p><strong>Damage Immunities<\/strong> poison<\/p><p><strong>Condition Immunities<\/strong> poisoned<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 9<\/p><p><strong>Languages<\/strong> understands Deep Speech and Undercommon but<\/p><p>can't speak<\/p><p><strong>Challenge<\/strong> 5 (1 ,800 XP)<\/p><p><strong>Undead Fortitude<\/strong>. If damage reduces the zombie to 0 hit<\/p><p>points, it must make a Constitution saving throw with a DC<\/p><p>of 5 +the damage taken, un less the damage is radiant or<\/p><p>from a critical hit. On a success, the zombie drops to 1 hit<\/p><p>point in stead.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p><p>Hit: 14 (4d6) piercing damage.<\/p><p><strong>Eye Ray<\/strong>. The zombie uses a random magical eye ray, choosing<\/p><p>a target that it can see within 60 feet of it.<\/p><ul><li>1.<strong> Paralyzing Ray<\/strong>. The targeted creature must succeed on a<\/li><\/ul><p>DC 14 Constitution saving throw or be paralyzed for 1 minute.<\/p><p>The target can repeat the saving throw at the end of each of its<\/p><p>turns, ending the effect on itself on a success.<\/p><ul><li>2.<strong> Fear Ray<\/strong>. The targeted creature must succeed on a DC 14<\/li><\/ul><p>Wisdom saving throw or be frightened for 1 minute. The target<\/p><p>can repeat the saving throw at the end of each of its turns,<\/p><p>ending the effect on itself on a success.<\/p><ul><li>3.<strong> Enervation Ray<\/strong>. The targeted creature must make a DC 14<\/li><\/ul><p>Constitution saving throw, taking 36 (8d8) necrotic damage on<\/p><p>a failed save, or half as much damage on a successful one.<\/p><ul><li>4<strong>. Disintegration Ray<\/strong>. If the target is a creature, it must<\/li><\/ul><p>succeed on a DC 14 Dexterity savin g throw or take 45 (10d8)<\/p><p>force damage . If this damage reduces the creature to 0 hit<\/p><p>points, its body becomes a pile of fine gray dust.<\/p><p>If the target is a Large or smaller non magical object or<\/p><p>creation of magical force, it is disintegrated without a saving<\/p><p>throw. If the target is a Huge or larger non magical object<\/p><p>or creation of magical force , this ray disintegrates a 10-foot<\/p><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":"<address><h2>Killer Whale<\/h2><p>Huge beast, unaligned<\/p><p><strong>Armor Class<\/strong> 12 (natural armor)<\/p><p><strong>Hit Points<\/strong> 90 (12d12 + 12)<\/p><p><strong>Speed<\/strong> 0 ft., swim 60ft.<\/p><table style=\"height: 53px;\" width=\"315\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>19 (+4)<\/td><td>10 (+0)<\/td><td>13 (+1)<\/td><td>3 (- 4)<\/td><td>12 (+1)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3<\/p><p><strong>Senses<\/strong> blindsight 120ft., passive Perception 13<\/p><p><strong>Languages<\/strong>-<\/p><p><strong>Challenge<\/strong> 3 (700 XP)<\/p><p><strong>Echolocation<\/strong>. The whale can't use its blindsight<\/p><p>while deafened.<\/p><p><strong>Hold Breath<\/strong>. The whale can hold its breath for 30 minutes.<\/p><p><strong>Keen Hearing<\/strong>. The whale has advantage on Wisdom<\/p><p>(Perception) checks that rely on hearing.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.<\/p><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":"<h2>Lion<\/h2><p>Large beast, unaligned<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 26 (4d10 + 4)<\/p><p><strong>Speed<\/strong> 50 ft.<\/p><table style=\"height: 53px;\" width=\"330\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>17 (+3)<\/td><td>15 (+2)<\/td><td>13 (+1)<\/td><td>3 (- 4)<\/td><td>12 (+1)<\/td><td>8 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3 , Stealth +6<\/p><p><strong>Senses<\/strong> passive Perception 13<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>Keen Smell<\/strong>. The lion has advantage on Wisdom (Perception)<\/p><p>checks that rely on smell.<\/p><p><strong>Pack Tactics<\/strong>. The lion has advantage on an attack roll against a<\/p><p>creature if at least one of the lion's allies is within 5 feet of the<\/p><p>creature and the ally isn't incapacitated .<\/p><p><strong>Pounce<\/strong>. If the lion moves at least 20 feet straight toward a<\/p><p>creature and then hits it with a claw attack on the same turn,<\/p><p>that target must succeed on a DC 13 Strength saving throw or<\/p><p>be knocked prone. If the target is prone, the lion can make one<\/p><p>bite attack against it as a bonus action.<\/p><p><strong>Running Leap<\/strong>. With a 10-foot running start, the lion can long<\/p><p>jump up to 25 feet.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 7 (1d8 + 3) piercing damage.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.,<\/p><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":"<div><h2>Lizard<\/h2><p>Tiny beast, unaligned<\/p><p><strong>Armor Class<\/strong> 10<\/p><p><strong>Hit Points<\/strong> 2 (ld4)<\/p><p><strong>Speed<\/strong> 20ft., climb 20 ft.<\/p><table style=\"height: 53px;\" width=\"292\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>2 (- 4)<\/td><td>11 (+0)<\/td><td>10 (+0)<\/td><td>1 (-5)<\/td><td>8 (- 1)<\/td><td>3 (-4)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> darkvision 30ft., passive Perception 9<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 0 (10 XP)<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.<\/p><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":"<div><h2>Mammoth<\/h2><p>Huge beast, unaligned<\/p><p><strong>Armor Class<\/strong> 13 (natura l armor)<\/p><p><strong>Hit Points<\/strong> 126 (11d12 + 55)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 40px;\" width=\"275\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>24 (+7)<\/td><td>9 (-1)<\/td><td>21 (+5)<\/td><td>3 (-4)<\/td><td>11 (+0)<\/td><td>6 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> passive Perceptio n 10<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 6 (2,300 XP)<\/p><p><strong>Trampling Charge<\/strong>. If the mammot h moves at le ast 20 feet<\/p><p>straight toward a creature and t hen hits it with a gore attack on<\/p><p>the same turn , that target must succeed o n a DC 18 Strength<\/p><p>saving throw or be knocked prone. If the target is prone,<\/p><p>the mammoth can make one stomp attack against it as a<\/p><p>bonus action.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Gore<\/strong>. Melee Weapon Attack: +10 to hit, reach 10ft., one target.<\/p><p>Hit: 25 (4d8 + 7) piercing damage.<\/p><p><strong>Stomp<\/strong>. Melee Weapon Attack:+ 10 to hit, reach 5 ft. , o ne prone<\/p><p>creature. Hit: 29 (4d10 + 7) bludgeoning damage.<\/p><p>&nbsp;<\/p><p><strong>A mammoth<\/strong> is an elephantine creature with thick<\/p><p>fur and long tusks. Stockier and fiercer than normal<\/p><p>elephants, mammoths inhabit a wide range of climes,<\/p><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":"<div><h2>Mastiff<\/h2><p><strong>Medium beast, unalined<\/strong><\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 5 (ld8 + 1)<\/p><p><strong>Speed<\/strong> 40 ft.<\/p><table style=\"height: 53px;\" width=\"319\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>13 (+1)<\/td><td>14 (+2)<\/td><td>12 (+1)<\/td><td>3 (-4)<\/td><td>12 (+1)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3<\/p><p><strong>Senses<\/strong> passive Perceptio n 13<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/8 (25 XP)<\/p><p><strong>Keen Hearing and Smell<\/strong>. The mastiff has advantage on<\/p><p>Wisdom (Perception) checks that rely on hearing or smell.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., o ne target. Hit:<\/p><p>4 (1d6 + 1) piercing damage. If the target is a creature, it must<\/p><p>succeed on a DC 11 Strength saving throw o r be knocked prone.<\/p><p>&nbsp;<\/p><p><strong>Mastiffs are impressive hounds<\/strong> prized by humanoids<\/p><p>for their loyalty and keen senses, Mastiffs can be trained<\/p><p>as guard dogs, hunting dogs, and war dogs. Halftings<\/p><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":"<h2>Mule<\/h2><p>Medium beast, unaligned<\/p><p><strong>Armor Class<\/strong> 1 0<\/p><p><strong>Hit Points<\/strong> 11 (2d8 + 2)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 40px;\" width=\"322\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>14 (+2)<\/td><td>10 (+0)<\/td><td>13 (+1)<\/td><td>2 (-4)<\/td><td>10 (+0)<\/td><td>5 (-3)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> passive Perception 10<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/8 (25 XP)<\/p><p><strong>Beast of Burden<\/strong>. The mule is considered to be a Large animal<\/p><p>for the purpose of determining its carrying capacity.<\/p><p><strong>Sure-Footed<\/strong>. The mule has advantage on Strength and<\/p><p>Dexterity saving throws made against effects that would<\/p><p>knock it prone.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Hooves<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.<\/p><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":"<div><h2>Owl<\/h2><p>Tiny beast, unaligned<\/p><p><strong>Armor Class<\/strong> 11<\/p><p><strong>Hit Points<\/strong> 1 (ld4- 1)<\/p><p><strong>Speed<\/strong> 5 ft., fly 60ft.<\/p><table style=\"height: 40px;\" width=\"302\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>3 (-4)<\/td><td>13 (+1)<\/td><td>8 (-1)<\/td><td>2 (-4)<\/td><td>12 (+1)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3, Stealth +3<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 13<\/p><p><strong>Languages<\/strong>-<\/p><p><strong>Challenge<\/strong> 0 (10 XP)<\/p><p><strong>Flyby<\/strong>. The owl doesn't provoke opportunity attacks when it<\/p><p>flies out of an enemy's reach.<\/p><p><strong>Keen Hearing and Sight<\/strong>. The owl has advantage on Wisdom<\/p><p>(Perception) checks that rely on hearing r sight.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Talons<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p><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":"<div><h2>Wolf<\/h2><p>Medium beast, unaligned<\/p><p><strong>Armor Class<\/strong> 13 (natural armor)<\/p><p><strong>Hit Points<\/strong> 11 (2d8 + 2)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 40px;\" width=\"363\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>12 (+1)<\/td><td>15 (+2)<\/td><td>12 (+1)<\/td><td>3 (-4)<\/td><td>12 (+1)<\/td><td>6 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3, Stealth +4<\/p><p><strong>Senses<\/strong> passive Perception 13<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Keen Hearing and Smell<\/strong>. The wolf has advantage on Wisdom<\/p><p>(Perception) checks that rely on hearing or smell.<\/p><p><strong>Pack Tactics<\/strong>. The wolf has advantage on attack rolls against a<\/p><p>creature if at least one of the wolf's allies is within 5 feet of the<\/p><p>creature and the ally isn't incapacitated.<\/p><p><strong>ACTIONS<\/strong><\/p><p>Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,<\/p><p>it must succeed on a DC 11 Strength saving throw or be<\/p><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":"<div><h2>Worg<\/h2><p>Large monstrosity, neutral evil<\/p><p><strong>Armor Class<\/strong> 13 (natural armor)<\/p><p><strong>Hit Points<\/strong> 26 (4d10 + 4)<\/p><p><strong>Speed<\/strong> 50 ft.<\/p><table style=\"height: 40px;\" width=\"328\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>16 (+3)<\/td><td>13 (+1)<\/td><td>13 (+1)<\/td><td>7 (- 2)<\/td><td>11 (+0)<\/td><td>8 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +4<\/p><p><strong>Senses<\/strong> darkvision 60 ft., passive Perception 14<\/p><p><strong>Languages<\/strong> Goblin , Worg<\/p><p><strong>Challenge<\/strong> 1\/2 (100 XP)<\/p><p><strong>Keen Hearing and Smell<\/strong>. The worg has advantage on Wisdom<\/p><p>(Perception) checks that rely on hearing or smell.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,<\/p><p>it must succeed on a DC 13 Strength saving throw or be<\/p><p>knocked prone.<\/p><p>&nbsp;<\/p><p><strong>A worg is an evil predator<\/strong> that delights in hunting and<\/p><p>devouring creatures weaker than itself. Cunning and<\/p><p>malevolent, worgs roam across the remote wilderness<\/p><p>or a re raised by goblins and hobgoblins. Those<\/p><p>creatures use worgs as mounts, but a worg will turn on<\/p><p>its rider if it feels mistreated or malnourished. Worgs<\/p><p>speak in their own language and Goblin, and a few learn<\/p><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":"<div><h2>Winter Wolf<\/h2><p>Large monstrosity, neutral evil<\/p><p><strong>Armor Class<\/strong> l3 (natural armor)<\/p><p><strong>Hit Points<\/strong> 75 (10d10 + 20)<\/p><p><strong>Speed<\/strong> 50 ft.<\/p><table style=\"height: 40px;\" width=\"312\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>l3 (+1)<\/td><td>14 (+2)<\/td><td>7 (-2)<\/td><td>12 (+1)<\/td><td>8 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +5, Stealth +3<\/p><p><strong>Damage Immunities<\/strong> cold<\/p><p><strong>Senses<\/strong> passive Perception 15<\/p><p><strong>Languages<\/strong> Common, Giant, Winter Wolf<\/p><p><strong>Challenge<\/strong> 3 (700 XP)<\/p><p><strong>Keen Hearing and Smell<\/strong>. The wo lf has advantage on Wisdom<\/p><p>(Perception) checks that rely on hearing or sme ll.<\/p><p><strong>Pack Tactics<\/strong>. The wolf has advantage on an attack roll aga in st a<\/p><p>creature if at least one of the wolf's alli es is within 5 feet of the<\/p><p>creature and the ally isn't incapacitated.<\/p><p><strong>Snow Camouflage<\/strong>. Th e wo lf has advantage on Dexterity<\/p><p>(Stealth) checks made to hide in snowy terrain.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.<\/p><p>Hit: 11 (2d6 + 4) piercing damage. If the target is a creature,<\/p><p>it must succeed on a DC 14 Strength saving throw or be<\/p><p>knocked prone.<\/p><p><strong>Cold Breath<\/strong> (Recharge 5-6). The wolf exhales a blast of freezing<\/p><p>wind in a 15-foot cone. Each creature in that area must make a<\/p><p>DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on<\/p><p>a failed save, or half as much damage on a successful one.<\/p><p>&nbsp;<\/p><p><strong>The arctic-dwelling winter wolf<\/strong> is as large as a dire<\/p><p>wolf but has snow-white fur and pale blue eyes. Frost<\/p><p>giants use these evil creatures as guards and hunting<\/p><p>companions, putting the wolves' deadly breath weapon<\/p><p>to use against their foes. Winter wolves communicate<\/p><p>with one another using growls and barks, but they<\/p><p>speak Common and Giant well enough to follow simple<\/p><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":"<div><h2>Weasel<\/h2><p>Tiny beast, unaligned<\/p><p><strong>Armor Class<\/strong> 13<\/p><p><strong>Hit Points<\/strong> 1 (1d4- 1)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"387\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>3 (-4)<\/td><td>16 (+3)<\/td><td>8 (-1)<\/td><td>2 (-4)<\/td><td>12 (+1)<\/td><td>3 (-4)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3, Stealth +5<\/p><p><strong>Senses<\/strong> passive Perception 13<\/p><p><strong>Languages<\/strong>-<\/p><p><strong>Challenge<\/strong> 0 (10 XP)<\/p><p><strong>Keen Hearing and Smell<\/strong>. Th e wease l has advantage on Wisdom<\/p><p>(Perception) checks that rely on hearing or smell.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><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":"<div><h2>Weasel<\/h2><p>Tiny beast, unaligned<\/p><p><strong>Armor Class<\/strong> 13<\/p><p><strong>Hit Points<\/strong> 1 (1d4- 1)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"387\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>3 (-4)<\/td><td>16 (+3)<\/td><td>8 (-1)<\/td><td>2 (-4)<\/td><td>12 (+1)<\/td><td>3 (-4)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3, Stealth +5<\/p><p><strong>Senses<\/strong> passive Perception 13<\/p><p><strong>Languages<\/strong>-<\/p><p><strong>Challenge<\/strong> 0 (10 XP)<\/p><p><strong>Keen Hearing and Smell<\/strong>. Th e wease l has advantage on Wisdom<\/p><p>(Perception) checks that rely on hearing or smell.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><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":"<div><h2>Warhorse<\/h2><p>Large beast, unaligned<\/p><p><strong>Armor Class<\/strong> 11<\/p><p><strong>Hit Points<\/strong> 19 (3d10 + 3)<\/p><p><strong>Speed<\/strong> 60ft.<\/p><table style=\"height: 40px;\" width=\"292\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>12 (+1)<\/td><td>13 (+1)<\/td><td>2 (-4)<\/td><td>12 (+1)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> passive Perception 11<\/p><p><strong>Languages<\/strong>-<\/p><p><strong>Challenge<\/strong> 1\/2 (100 XP)<\/p><p><strong>Trampling Charge<\/strong>. If the horse moves at least 20 feet stra ight<\/p><p>toward a creature and then hits it with a hooves attack on<\/p><p>the same turn, that target must succeed on a DC 14 Strength<\/p><p>saving throw or be knocked prone. If the target is prone, the<\/p><p>horse can make another attack with its hooves against it as a<\/p><p>bonus action .<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Hooves<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><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":"<div><h2>Vulture<\/h2><p>Medium beast, unaligned<\/p><p><strong>Armor Class<\/strong> 10<\/p><p><strong>Hit Points<\/strong> 5 (1d8 + 1)<\/p><p><strong>Speed<\/strong> 10ft., fly 50 ft.<\/p><table style=\"height: 53px;\" width=\"335\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>7 (- 2)<\/td><td>10 (+0)<\/td><td>13 (+1)<\/td><td>2 (- 4)<\/td><td>12 (+1)<\/td><td>4 (-3)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3<\/p><p><strong>Senses<\/strong> passive Perception 13<\/p><p><strong>languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 0 (10 XP)<\/p><p><strong>Keen Sight and Smell<\/strong>. The vulture has advantage on Wisdom<\/p><p>(Perception) checks that rely on sight or smell .<\/p><p><strong>Pack Tactics<\/strong>. The vulture has advantage on an attack roll<\/p><p>against a creature if at least one of the vulture's allies is within<\/p><p>5 feet of the creature and the ally isn't incapacitated .<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Beak<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.<\/p><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":"<div><h2>Swarm of Ravens<\/h2><p>Medium swarm of Tiny beasts, unaligned<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 24 (7d8 - 7)<\/p><p><strong>Speed<\/strong> 10ft., fly 50 ft.<\/p><table style=\"height: 40px;\" width=\"288\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>6 (- 2)<\/td><td>14 (+2)<\/td><td>8 (-1)<\/td><td>3 (- 4)<\/td><td>12 (+1)<\/td><td>6 (- 2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +5<\/p><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, slashing<\/p><p><strong>Condition Immunities<\/strong> charmed, frightened, paralyzed,<\/p><p>petrified, prone, restrained, stunned<\/p><p><strong>Senses<\/strong> passive Perception 15<\/p><p><strong>languages<\/strong>-<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Swarm<\/strong>. The swarm can occupy another creature's space and<\/p><p>vice versa , and the swarm can move through any opening large<\/p><p>enough for a Tiny raven . The swarm can't regain hit points or<\/p><p>gain temporary hit points.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Beaks<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target<\/p><p>in the swarm's space. Hit: 7 (2d6) pi e rcing damage, or 3 (1d6)<\/p><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":"<div><h2>Swarm of Rats<\/h2><p>Medium swarm of Tiny beasts, unaligned<\/p><p><strong>Armor Class<\/strong> 10<\/p><p><strong>Hit Points<\/strong> 24 (7d8 - 7)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 40px;\" width=\"281\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>9 (- 1)<\/td><td>11 (+0)<\/td><td>9 (- 1)<\/td><td>2 (-4)<\/td><td>10 (+0)<\/td><td>3 (-4)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, slashing<\/p><p><strong>Condition Immunities<\/strong> charmed, frightened , paralyzed,<\/p><p>petrified, prone, restrained, stunned<\/p><p><strong>Senses<\/strong> darkvision 30ft., passive Perception 10<\/p><p><strong>languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Keen Smell<\/strong>. The swarm has advantage on Wisdom (Perception)<\/p><p>checks that rely on smell.<\/p><p><strong>Swarm<\/strong>. The swarm can occupy another creature's space and<\/p><p>vice versa, and the swarm can move through any opening large<\/p><p>enough for a Tiny rat. The swarm can 't regain hit points or gain<\/p><p>temporary hit points.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bites<\/strong>. Melee Weapon Attack: +2 to hit, reach 0 ft. , one target in<\/p><p>the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6)<\/p><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":"<div><h2>Tiger<\/h2><p>Large beast, unaligned<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 37 (5d10 + 10)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 53px;\" width=\"315\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>17 (+3)<\/td><td>15 (+2)<\/td><td>14 (+2)<\/td><td>3 (- 4)<\/td><td>12 (+1)<\/td><td>8 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3, Stealth +6<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 13<\/p><p><strong>languages<\/strong>-<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>Keen<\/strong> <strong>Smell<\/strong>. The tiger has advantage on Wisdom (Perception)<\/p><p>checks that rely on smell.<\/p><p><strong>Pounce<\/strong>. If the tiger moves at least 20 feet straight toward a<\/p><p>creature and then hits it with a claw attack on the same turn,<\/p><p>that target must succeed on a DC 13 Strength saving throw or<\/p><p>be knocked prone. If the target is prone, the tiger can make one<\/p><p>bite attack against it as a bonus action .<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.<\/p><p>Hit: 8 (1d10 + 3) piercing damage .<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 7 (1d8 + 3) slashing damage.<\/p><p>&nbsp;<\/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":"<h2>Swarm of Quippers<\/h2><p>Medium swarm of Tiny beasts, unaligned<\/p><p><strong>Armor Class<\/strong> 13<\/p><p><strong>Hit Points<\/strong> 28 (8d8 - 8)<\/p><p><strong>Speed<\/strong> 0 ft., swim 40 ft.<\/p><table style=\"height: 40px;\" width=\"288\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>13 (+1)<\/td><td>16 (+3)<\/td><td>9 (-1)<\/td><td>1 (-5)<\/td><td>7 (-2)<\/td><td>2 (-4)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, slashing<\/p><p><strong>Condition Immunities<\/strong> charmed, frightened , paralyzed,<\/p><p>petrified, prone, restrained, stunned<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 8<\/p><p><strong>Languages<\/strong>-<\/p><p><strong>Challenge<\/strong>&nbsp;1 (200 XP)<\/p><p><strong>Blood Frenzy<\/strong>. The swarm ha s advantage on melee attack rolls<\/p><p>against any creature that doesn't have all its hit points.<\/p><p><strong>Swarm<\/strong>. The swarm can occupy another creature's space and<\/p><p>vice versa, and the swarm can move through any opening large<\/p><p>enough for a Tiny quipper. The swarm can't regain hit points or<\/p><p>gain temporary hit points.<\/p><p><strong>Water Breathing<\/strong>. The swarm can breathe on ly underwater.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bites<\/strong>. Melee Weapon Attack: +5 to hit, reach 0 ft ., one creature<\/p><p>in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6)<\/p><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":"<div><h2>Sea Horse<\/h2><p>Tiny beast, unaligned<\/p><p><strong>Armor Class<\/strong> 11<\/p><p><strong>Hit Points<\/strong> 1 (1d4 - 1)<\/p><p><strong>Speed<\/strong> 0 ft., swim 20ft.<\/p><table style=\"height: 40px;\" width=\"350\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>1 (- 5)<\/td><td>12 (+1)<\/td><td>8 (-1)<\/td><td>1 (- 5)<\/td><td>10 (+0)<\/td><td>2 (-4)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> passive Perception 10<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 0 (0 XP)<\/p><p><strong>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":"<div><h2>Spider<\/h2><p>Tiny beast, unaligned<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 1 (1d4- 1)<\/p><p><strong>Speed<\/strong> 20ft., climb 20 ft.<\/p><table style=\"height: 40px;\" width=\"274\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>2 (-4)<\/td><td>14 (+2)<\/td><td>8 (-1)<\/td><td>1 (-5)<\/td><td>10 (+0)<\/td><td>2 (-4)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Stealth +4<\/p><p><strong>Senses<\/strong> darkvision 30 ft. , passive Perception 10<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 0 (10 XP)<\/p><p><strong>Spider Climb<\/strong>. Th e spider can climb difficult surfaces, including<\/p><p>upside down on ceilings, without needing to make an<\/p><p>ability check.<\/p><p><strong>Web Sense<\/strong>. While in contact with a web, the spider knows<\/p><p>the exact location of any other creature in contact with<\/p><p>the same web.<\/p><p><strong>Web Walker<\/strong>. The spider ignores movement restrictions caused<\/p><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":"<div><h2>Swarm of Bats<\/h2><p>Medium swarm of Tiny beasts, unaligned<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 22 (Sd8)<\/p><p><strong>Speed<\/strong> 0 ft., fly 30ft.<\/p><table style=\"height: 40px;\" width=\"282\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>5 (-3)<\/td><td>15 (+2}<\/td><td>10 (+0)<\/td><td>2 (-4)<\/td><td>12 (+1)<\/td><td>4 (-3)<\/td><\/tr><\/tbody><\/table><p><strong>Damage<\/strong> <strong>Resistances<\/strong> bludgeoning, pi ercing, slashing<\/p><p><strong>Condition Immunities<\/strong> charmed, frightened, paralyzed,<\/p><p>petrified, prone , restrained, stunned<\/p><p><strong>Senses<\/strong> blindsight 60ft., passive Perce ption 11<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Echolocation<\/strong>. The swarm can't use its blindsight<\/p><p>while deafened.<\/p><p><strong>Keen Hearing<\/strong>. The swarm has advantage on Wisdom<\/p><p>(Perception) checks that rely on hearing.<\/p><p><strong>Swarm<\/strong>. The swarm can occupy another creature's space and<\/p><p>vice versa, and the swarm can move through any opening large<\/p><p>enough for a Tiny bat. The swarm can't regain hit points or<\/p><p>gain temporary hit points.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bites<\/strong>. Melee Weapon Attack: +4 to hit, reach 0 ft. , one creature<\/p><p>in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4)<\/p><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":"<div><h2>Swarm of Insects<\/h2><p>Medium swarm of Tiny beasts, unaligned<\/p><p><strong>Armor Class<\/strong> 12 (natural armor)<\/p><p><strong>Hit Points<\/strong> 22 (5d8)<\/p><p><strong>Speed<\/strong> 20ft., climb 20ft.<\/p><table style=\"height: 40px;\" width=\"275\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>3 (-4)<\/td><td>13 (+1)<\/td><td>10 (+0)<\/td><td>1 (-5)<\/td><td>7 (-2)<\/td><td>1 (-5)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, slashing<\/p><p><strong>Condition Immunities<\/strong> charmed, frightened, paralyzed,<\/p><p>petrified, prone, restrained, stunned<\/p><p><strong>Senses<\/strong> blindsight 10ft., passive Perception 8<\/p><p><strong>Languages<\/strong>-<\/p><p><strong>Challenge<\/strong> 1\/2 (100 XP)<\/p><p><strong>Swarm<\/strong>. The swarm can occupy another creature's space and<\/p><p>vice versa , and the swarm can move through any opening large<\/p><p>enough for a Tiny insect. The swarm can't regain hit points or<\/p><p>gain temporary hit points.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bites<\/strong>. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in<\/p><p>the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4)<\/p><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":"<div><h2>Swarm of Poisonous Snakes<\/h2><p>Medium swarm of Tiny beasts, unaligned<\/p><p><strong>Armor Class<\/strong> 14<\/p><p><strong>Hit Points<\/strong> 36 (8d8)<\/p><p><strong>Speed<\/strong> 30ft. , swim 30ft.<\/p><table style=\"height: 40px;\" width=\"344\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>8 (-1)<\/td><td>18 (+4)<\/td><td>11 (+0)<\/td><td>1 (- 5)<\/td><td>10 (+0)<\/td><td>3 (- 4)<\/td><\/tr><\/tbody><\/table><p><strong>Damage Resistances<\/strong> bludgeoning, piercing, slashing<\/p><p><strong>Condition Immunities<\/strong> charmed, frightened, paralyzed ,<\/p><p>petrified, prone, restrained, stunned<\/p><p><strong>Senses<\/strong> blindsight 10ft., passive Perception 10<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 2 (450 XP)<\/p><p><strong>Swarm<\/strong>. The swarm can occupy another creature's space and<\/p><p>vice versa, and the swarm can move through any opening large<\/p><p>enough for a Tiny snake. The swarm can't regain hit points or<\/p><p>gain temporary hit points.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bites<\/strong>. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature<\/p><p>in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6)<\/p><p>piercing damage if the swarm has half of its hit points or fewer.<\/p><p>The target must make a DC 10 Constitution saving throw,<\/p><p>taking 14 (4d6) poison damage on a failed save, or half as<\/p><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":"<div><h2>Drow Elite Warrior<\/h2><p>Medium humanoid (elf), neutral evil<\/p><p><strong>Armor Class<\/strong> 18 (studded leather, shield)<\/p><p><strong>Hit Points<\/strong> 71 (11d8 + 22)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"310\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>13 (+1)<\/td><td>18 (+4)<\/td><td>14 (+2)<\/td><td>11 (+0)<\/td><td>13 (+1)<\/td><td>12 (+1)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Dex +7, Con +5, Wis +4<\/p><p><strong>Skills<\/strong> Perception +4, Stealth +10<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 14<\/p><p><strong>Languages<\/strong> Elvish, Undercommon<\/p><p><strong>Challenge<\/strong> 5 (1 ,800 XP)<\/p><p><strong>Fey Ancestry<\/strong>. The drow has advantage on saving throws against<\/p><p>being charmed, and magic can't put the drow to sleep.<\/p><p><strong>Innate Spellcasting<\/strong>. The drew's spellcasting ability is Charisma<\/p><p>(spell save DC 12). It can innately cast the following spells,<\/p><p>requiring no material components:<\/p><p><strong>At will<\/strong>: dancing lights<\/p><p><strong>1\/day<\/strong> each: darkness ,faerie fire , levitate (self only)<\/p><p><strong>Sunlight Sensitivity<\/strong>. While in sunlight, the drow has<\/p><p>disadvantage on attack rolls, as well as on Wisdom<\/p><p>(Perception) checks that rely on sight.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Multiattack<\/strong>. The drow makes two shortsword attacks.<\/p><p><strong>Shortsword<\/strong>. Melee Weapon Attack: +7 to hit, reach 10ft.,<\/p><p>one target. Hit: 7 (ld6 + 4) piercing damage plus 10 (3d6)<\/p><p>poison damage.<\/p><p><strong>Hand Crossbow<\/strong>. Ranged Weapon Attack: +7 to hit, range 30\/120<\/p><p>ft., one target. Hit: 7 (ld6 + 4) piercing damage, and the<\/p><p>target must succeed on a DC 13 Constitution saving throw or<\/p><p>be poisoned for 1 hour. If the saving throw fails by 5 or more,<\/p><p>the target is also unconscious while poisoned in this way. The<\/p><p>target wakes up if it takes damage or if another creature takes<\/p><p>an action to shake it awake.<\/p><p><strong>REACTIONS<\/strong><\/p><p><strong>Parry<\/strong>. The drow adds 3 to its AC against one melee attack that<\/p><p>would hit it. To do so, the drow must see the attacker and be<\/p><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":"<h2>Drow Mage<\/h2><p>Medium humanoid (elf), neutral evil<\/p><p><strong>Armor Class<\/strong> 12 (15 with mage armor)<\/p><p><strong>Hit Points<\/strong> 45 (10d8)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"368\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>9 (-1)<\/td><td>14 (+2)<\/td><td>10 (+0)<\/td><td>17 (+3)<\/td><td>13 (+1)<\/td><td>12 (+1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Arcana +6, Deception +5, Perception +4, Stealth +5<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 14<\/p><p><strong>Languages<\/strong> Elvish, Undercommon<\/p><p><strong>Challenge<\/strong> 7 (2,900 XP)<\/p><p><strong>Fey Ancestry<\/strong>. The drow has advantage on saving throws against<\/p><p>being charmed, and magic can't put the drow to sleep.<\/p><p><strong>Innate Spellcasting<\/strong>. The drew's innate spellcasting ability is<\/p><p>Charisma (spell save DC 12). It can innately cast the following<\/p><p>spells, requiring no material components:<\/p><p><strong>At will<\/strong>: dancing lights<\/p><p><strong>l\/day<\/strong> each: darkness ,faerie fire, levitate (self only)<\/p><p><strong>Spellcasting<\/strong>. The drow is a 10th-level spellcaster. Its<\/p><p>spellcasting ability is Intelligence (spell save DC 14, +6 to<\/p><p>hit with spell attacks). The drow has the following wizard<\/p><p>spells prepared:<\/p><p><strong>Cantrips<\/strong> (at will): mage hand, minor illusion, poison spray,<\/p><p>ray of frost<\/p><ul><li>lst level (4 slots): mage armor, magic missile, shield, witch bolt<\/li><li>2nd level (3 slots): alter self, misty step, web<\/li><li>3rd level (3 slots):fly, lightning bolt<\/li><li>4th level (3 slots): Evard's black tentacles, greater invisibility<\/li><li>5th level (2 slots): cloudkill<\/li><\/ul><p><strong>Sunlight Sensitivity<\/strong>. While in sunli ght, the drow has<\/p><p>disadvantage on attack rolls, as well as on Wisdom<\/p><p>(Perception) checks that rely on sight.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Staff<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one<\/p><p>target. Hit: 2 (ld6 - l) bludgeoning damage, or 3 (ld8- l)<\/p><p>bludgeoning damage if used with two hands, plus 3 (ld6)<\/p><p>poison damage.<\/p><p><strong>Summon Demon<\/strong> (1\/Day). The drow magically summons a<\/p><p>quasit, or attempts to summon a shadow demon with a 50<\/p><p>percent chance of success. The summoned demon appears in<\/p><p>an unoccupied space within 60 feet of its su mmoner, acts as<\/p><p>an ally of its summoner, and can't summon other demons. It<\/p><p>remains for 10 minutes, until it or its summoner dies, or until<\/p><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":"<h2>Drow Priestess of Loth<\/h2><p>Medium humanoid (elf), neutral evil<\/p><p><strong>Armor Class<\/strong> 16 (scale mail)<\/p><p><strong>Hit<\/strong> <strong>Points<\/strong> 71 (13d8 + 13)<\/p><p><strong>Speed<\/strong> 30ft.<\/p><table style=\"height: 53px;\" width=\"337\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>10 (+0)<\/td><td>14 (+2)<\/td><td>12 (+1)<\/td><td>13 (+1)<\/td><td>17 (+3)<\/td><td>18 (+4)<\/td><\/tr><\/tbody><\/table><p><strong>Saving Throws<\/strong> Con +4, Wis +6, Cha +7<\/p><p><strong>Skills<\/strong> Insight +6, Perception +6, Religion +4, Stealth +5<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 16<\/p><p><strong>Languages<\/strong> Elvish, Undercommon<\/p><p><strong>Challenge<\/strong> 8 (3,900 XP)<\/p><p><strong>Fey Ancestry<\/strong>. The drow has advantage on saving throws against<\/p><p>being charmed, and magic can't put the drow to sleep.<\/p><p><strong>Innate Spellcasting<\/strong>. The drew's innate spellcasting ability is<\/p><p>Charisma (spell save DC 12). It can innately cast the following<\/p><p>spells, requiring no material components:<\/p><p><strong>At will<\/strong>: dancing lights<\/p><p><strong>l\/day<\/strong> each: darkness ,faerie fire, levitate (self only)<\/p><p><strong>Spellcasting<\/strong>. The drow is a 10th-level spellcaster. Its<\/p><p>spellcasting ability is Intelligence (spell save DC 14, +6 to<\/p><p>hit with spell attacks). The drow has the following wizard<\/p><p>spells prepared:<\/p><p><strong>Cantrips<\/strong> (at will): mage hand, minor illusion, poison spray,<\/p><p>ray of frost<\/p><ul><li>lst level (4 slots): mage armor, magic missile, shield, witch bolt<\/li><li>2nd level (3 slots): alter self, misty step, web<\/li><li>3rd level (3 slots):fly, lightning bolt<\/li><li>4th level (3 slots): Evard's black tentacles, greater invisibility<\/li><li>5th level (2 slots): cloudkill<\/li><\/ul><p><strong>Sunlight Sensitivity<\/strong>. While in sunli ght, the drow has<\/p><p>disadvantage on attack rolls, as well as on Wisdom<\/p><p>(Perception) checks that rely on sight.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Staff<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one<\/p><p>target. Hit: 2 (ld6 - l) bludgeoning damage, or 3 (ld8- l)<\/p><p>bludgeoning damage if used with two hands, plus 3 (ld6)<\/p><p>poison damage.<\/p><p><strong>Summon Demon<\/strong> (1\/Day). The drow magically summons a<\/p><p>quasit, or attempts to summon a shadow demon with a 50<\/p><p>percent chance of success. The summoned demon appears in<\/p><p>an unoccupied space within 60 feet of its su mmoner, acts as<\/p><p>an ally of its summoner, and can't summon other demons. It<\/p><p>remains for 10 minutes, until it or its summoner dies, or until<\/p><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"}]]