[[],[],[],[],[],[],[],[],[],[{"id":10150,"name":"Aarakocra","full_text":"
Medium humanoid (aarakocra), neutral good<\/p>
Armor Class<\/strong> 12<\/p> Hit Points 13<\/strong> (3d8)<\/p> Speed<\/strong> 20 ft. , fly 50 ft.<\/p> Skills<\/strong> Perception +5<\/p> Senses<\/strong> passive Perception 15<\/p> Languages<\/strong> Auran<\/p> Challenge<\/strong> 1\/4 (50 XP)<\/p> Dive Attack<\/strong>. If the aarakocra is flying and dives at least 30 fe et<\/p> straight toward a target an d then hits it with a melee weapon<\/p> attack, the attack dea ls an extra 3 (1d6) damage to th e target.<\/p> ACTIONS<\/strong><\/p> Talon<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.<\/p> Hit: 4 (ld4 + 2) slashing damage .<\/p> javelin<\/strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or<\/p> range 30\/120 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.<\/p> <\/p> Aarakocra range the Howling Gyre<\/strong>, an endless storm<\/p> of mighty winds and lashing rains that surrounds the<\/p> tranquil realm of Aaqa in the Elemental Plane of Air.<\/p> Making aerial patrols, these birdlike humanoids guard<\/p> the windy borders of their home against invaders from<\/p> the Elemental Plane of Earth, such as gargoyles, their<\/p> sworn enemies.<\/p> <\/p> Enemies of Elemental Evil<\/strong>. In service to the Wind<\/p> Dukes of Aaqa, aarakocra scout the planes in search<\/p> of temples of Elemental Evil. They spy on malign<\/p> elemental creatures and then either take the fi ght to<\/p> those creatures or report back to the Wind Dukes.<\/p> <\/p> On the Material Plane<\/strong>, aarakocra create aeries atop<\/p> the highest mountains, especially peaks near portals<\/p> to the Elemental Plane of Air. From such heights,<\/p> aarakocra watch for signs of elemental incursions,<\/p> as well as for nascent threats to their home plane.<\/p> Aarakocra prefer to live their lives like the wind- region for years if that's what it takes to guard against<\/p> the incursions of Elemental Evil.<\/p> <\/p> Aarakocra have no concept<\/strong> of political borders or<\/p> property ownership, and the value of gems, gold, and<\/p> other precious materials means little to aarakocra. In<\/p> their eyes, a creature should use what is necessary and<\/p> then cast what is left on the wind for others to use.<\/p> <\/p> Search for the Seven Shards<\/strong>. The Wind Dukes<\/p> of Aaqa come from a race of elemental beings called<\/p> the vaati, which once ruled many worlds. A creature<\/p> known as the Queen of Chaos arose and initiated an<\/p> interplana r war against vaati rule. To combat the threat,<\/p> seven vaati heroes combined their powers to create<\/p> the mighty Rod of Law. In a battle against the queen's<\/p> greatest general, Mishka the Wolf Spider, a vaati killed<\/p> Mishka by thrusting the rod into him like a spear. The<\/p> rod shattered into seven shards that scattered across<\/p> the multiverse. Aaracokra seek signs of the pieces'<\/p> locations in order to rebuild what is now know as the<\/p> Rod of Seven Parts.<\/p> <\/p> SUMMONING AIR ELEMENTALS<\/strong><\/p> Five aarakocra within 30 feet of each other can magically<\/p> summon an air elemental. Each of the five must use its<\/p> action and movement on three consecutive turn s to perform<\/p> an aerial dance and must maintain concentration while<\/p> doing so (as if concentrating on a spell). When all five have<\/p> finished their third turn of the dance, the elemental appears<\/p> in an unoccupied space within 60 feet of them. It is fri endly<\/p> toward them and obeys their spoken commands. It remains<\/p> for 1 hour, until it or all its summoners die, or until any of<\/p> its summoners dismisses it as a bonus action . A summoner<\/p> can't perform the dance again until it finishe s a short rest.<\/p> When the elemental returns to the Elemental Plane of Air, any<\/p> aarakocra within 5 feet of it can return with it.<\/p> <\/p>","family":"","ch":"1","size":"Medium","hit_dice":"13 (3d8)","initiative":"","base_attack":"1d6 ","environment":"","type":"Humanoid","challenge_rating":"1","alignment":"Neutral Good","reference":"Usergen"},{"id":10151,"name":"Banshee ","full_text":" Medium undead, chaotic evil<\/p> Armor Class<\/strong> 12<\/p> Hit Points<\/strong> 58 (13d8)<\/p> Speed<\/strong> 0 ft., fly 40ft. (hover)<\/p> Saving Throws<\/strong> Wis +2, Cha +4<\/p> Damage Resistances<\/strong> acid, fire, lightning, thunder; bludgeoning,<\/p> piercing, and slashing from non magical weapons<\/p> Damage Immunities<\/strong> cold, necrotic, poison<\/p> Condition Immunities<\/strong> charmed, exhaustion, frightened,<\/p> grappled, paralyzed, petrified, poisoned, prone, restrained<\/p> Senses<\/strong> darkvision 60ft., passive Perception 10<\/p> Languages<\/strong> Common, Elvish<\/p> Challenge<\/strong> 4 (1 ,100 XP)<\/p> Detect Life<\/strong>. The banshee can magically sense the presence<\/p> of living creatures up to 5 miles away. She knows the general<\/p> direction they're in but not their exact locations.<\/p> Incorporeal Movement<\/strong>. The banshee can move through 0ther<\/p> creatures and objects as if they were difficult terrain. She takes<\/p> 5 (1d10) force damage if she ends he~ turn inside an object.<\/p> <\/p> ACTIONS<\/strong><\/p> Corrupting Touch<\/strong>. Melee Spell Attack: +4 to hit, reach 5 ft., one<\/p> target. Hit: 12 (3d6 + 2) necrotic damage.<\/p> Horrifying Visage<\/strong>. Each non-undead creature within 60 feet of<\/p> the banshee that can see her must succeed on a DC 13 Wisdom<\/p> saving throw or be frightened for 1 minute. A frightened target<\/p> can repeat the saving throw at the end of each of its turns,<\/p> with disadvantage if the banshee is within line of sight, ending<\/p> the effect on itself on a success. If a target's saving throw is<\/p> successful or the effect ends for it, the target is immune to the<\/p> banshee's Horrifying Visage for the next 24 hours.<\/p> Wail<\/strong> (1fDay). The banshee releases a mournful wail, provided<\/p> that she isn't in sunlight. This wail has no effect on constructs<\/p> and undead. Al l other creatures within 30 feet of her that can<\/p> hear her must make a DC 13 Constitution saving throw. On<\/p> a failure, a creature drops to 0 hit points. On a success, a<\/p> creature takes 10 (3d6) psychic damage.<\/p> <\/p> When night falls<\/strong>, unlucky travelers hear the faint cries<\/p> of the forlorn dead. This woeful spirit is a banshee, a<\/p> spiteful creature formed from the spirit of a female elf.<\/p> <\/p> Banshees appears<\/strong> as luminous, wispy forms that<\/p> vaguely recall their mortal features. A banshee's face is<\/p> wreathed in a wild tangle of hair, its body clad in wispy<\/p> rags that flutter and stream around it.<\/p> <\/p> Divine Wrath<\/strong>. Banshees are the undead remnants of<\/p> elves who, blessed with great beauty, failed to use their<\/p> gift to bring joy to the world. Instead, they used their<\/p> beauty to corrupt and control others. Elves afflicted by<\/p> the banshee's curse experience no gladness, feeling<\/p> only distress in the presence of the Jiving. As the curse<\/p> takes its toll, their minds and bodies decay, until death<\/p> completes their transformation into undead monsters.<\/p> <\/p> Sorrow Bound<\/strong>. A banshee becomes forever bound to<\/p> the place of its demise, unable to venture more than five<\/p> miles from there. It is forced to relive every momerit of<\/p> its life ~ith perfect recall, yet always refuses to accept<\/p> responsibility for. its doom.<\/p> <\/p> Beauty Hoarders<\/strong>. The vanity that inspired the<\/p> banshee's cursed creatipn persists in undeath. These<\/p> creatures covet beautiful objects: fine je~elry, paintings,<\/p> statues, and other objects of art. At the same time, a<\/p> banshee abhors any mirrored surface, for it can't bear to<\/p> see the horror_ of its own existence. A single glimpse of \\<\/p> itself is enough to send a banshee into a rage. )<\/p> <\/p> Undead Nature<\/strong>. A banshee doesn't require air, food,<\/p> drink, or sleep.<\/p>","family":"","ch":"1","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"1","alignment":"Chaotic Evil","reference":"Usergen"},{"id":10152,"name":"Beholder","full_text":" Large aberration, lawful evil<\/p> Armor Class<\/strong> 18 (natural armor)<\/p> Hit Points<\/strong> 180 (19d10 + 76)<\/p> Speed<\/strong> 0 ft., fly 20ft. (hover)<\/p> 10 (+0)<\/p><\/td> Saving Throws<\/strong> lnt +8, Wis +7, Cha +8<\/p> Skills<\/strong> Perception +12<\/p> Condition Immunities<\/strong> prone<\/p> Senses<\/strong> darkvision 120 ft., passive Perception 22<\/p> Languages<\/strong> Deep Speech, Undercommon<\/p> Challenge 13 (10,000 XP)<\/p> Antimagic Cone<\/strong>. The beholder's central eye creates an area of<\/p> antimagic, as in the anti magic field spell, in a 150-foot cone. At<\/p> the start of each of its turns, the beholder decides which way<\/p> the cone faces and whether the cone is active. The area works<\/p> against the beholder's own eye rays.<\/p> ACTIONS<\/strong><\/p> Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p> Hit: 14 (4d6) piercing damage .<\/p> Eye Rays<\/strong>. The beholder shoots three of the following magical<\/p> eye rays at random (reroll duplicates), choosing one to three<\/p> targets it can see within 120 feet of it:<\/p> 1. Charm Ray<\/strong>. The targeted creature must succeed on a DC<\/p> 16 Wisdom saving throw or be charmed by the beholder for 1<\/p> hour, or until the beholder harms the creature.<\/p> 2. Paralyzing Ray<\/strong>. The targeted creature mu st succeed on a<\/p> DC 16 Constitution saving throw or be paralyzed for 1 minute.<\/p> The target can repeat the saving throw at the end of each of its<\/p> turns, ending the effect on itself on a success.<\/p> 3. Fear Ray<\/strong>. The targeted creature must succeed on a DC 16<\/p> Wisdom saving throw or be frightened for 1 minute. The target<\/p> can repeat the saving throw at the end of each of its turns,<\/p> ending the effect on itself on a success.<\/p> 4. Slowing Ray<\/strong>. The targeted creature must succeed on a<\/p> DC 16 Dexterity saving throw. On a failed save, the target's<\/p> speed is halved for 1 minute . In addition, the creature can't<\/p> take reactions, and it can take either an action or a bonus<\/p> action on its turn, not bofh. The creature can repeat the saving<\/p> throw at the end of each of its turns, ending the effect 0n itself<\/p> on a success.<\/p> 5. Enervation Ray<\/strong>. The targeted creature mu st make a DC 16<\/p> Constitution saving throw, taking 36 (8d8) necrotic damage on<\/p> a failed save, or half as much damage on a successful one.<\/p> 6. Telekinetic Ray<\/strong>. If the target is a creature, it must succeed<\/p> on a DC 16 Strength saving throw or the beholder moves<\/p> it up to 30 feet in any direction. It is restrained by the ray's<\/p> telekinetic grip until the start of the beholder's next turn or<\/p> until th e beholder is incapacitated .<\/p> If the target is an object weighing 300 pounds or less that<\/p> isn't being worn or carried, it is moved up to 30 feet in any<\/p> direction . The beholder can also exert fine control on objects<\/p> with this ray, such as manipulating a simple tool or opening a<\/p> door or a container.<\/p> 7. Sleep Ray<\/strong>. The targeted creature must succeed on a DC 16<\/p> Wisdom saving throw or fall asleep and remain unconscious<\/p> for 1 minute . The target awakens if it takes damage or another<\/p> creature takes an action to wake it. This ray has no effect on<\/p> constructs and undead.<\/p> 8. Petrification Ray<\/strong>. The targeted creature must make a DC<\/p> 16 Dexterity saving throw. On a failed save, the creature begins<\/p> to turn to stone and is restrained. It mu st repeat the saving<\/p> throw at the end of its next turn. On a success, the effect ends.<\/p> On a failure , the creature is petrified until freed by the greater<\/p> rest.oration spell or other magic.<\/p> 9. Disintegration Ray<\/strong>. If the target is a creature, it must<\/p> succeed on a DC 16 Dexterity saving throw or take 45 (10d8)<\/p> force damage. If this damage reduces the creature to 0 hit<\/p> points, its body becomes a pile of fine gray dust.<\/p> If the target is a Large or smaller non magical object or<\/p> creation of magical force, it is disintegrated without a saving<\/p> throw. If th e target is a Huge or larger object or creation of<\/p> magical force, this ray disintegrates a 10-foot cube of it.<\/p> 10. Death Ray<\/strong>. The targeted creature must succeed on a DC<\/p> 16 Dexterity saving throw or take 55 (10d10) necrotic damage.<\/p> The target dies if the ray reduces it to 0 hit points.<\/p> LEGENDARY ACTIONS<\/strong><\/p> The beholder can take 3 legendary actions, using the Eye Ray<\/p> option below. It can take only one legendary action at a time<\/p> and only at the end of another creature's turn . The beholder<\/p> regains spent legendary actions at the start of its turn.<\/p> Eye Ray<\/strong>. The beholder uses one random eye ray.<\/p> <\/p> <\/p>","family":"","ch":"1","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"1","alignment":"Lawful Evil","reference":"Usergen"},{"id":10153,"name":"Death Tyrant ","full_text":" Large undead, lawful evil<\/p> Armor Class<\/strong> 19 (natural armor)<\/p> Hit Points<\/strong> 187 (25d10 +50)<\/p> Speed<\/strong> 0 ft., fly 20ft. (hover)<\/p> Saving Throws<\/strong> Str +5, Con +7, lnt +9, Wis +7, Cha +9<\/p> Skills<\/strong> Perception +12<\/p> Damage Immunities<\/strong> poison<\/p> Condition Immunities<\/strong> charmed, exhaustion, paralyzed,<\/p> petrified, poisoned, prone<\/p> Senses<\/strong> darkvision 120ft., passive Perception 22<\/p> Languages<\/strong> Deep Speech, Undercommon<\/p> Challenge<\/strong> 14 (11 ,500 XP)<\/p> Negative Energy Cone<\/strong>. The death tyrant's central eye emits an<\/p> invisible, magical150-foot cone of negative energy. At the start<\/p> of each of its turns, the tyrant decides which way the cone faces<\/p> and whether the cone is active.<\/p> Any creature in that area can't regain hit points. Any<\/p> humanoid that dies there becomes a zombie under the tyrant's<\/p> command. The dead humanoid retains its place in the initiative<\/p> order and animates at the start of its next turn, provided that<\/p> its body hasn't been completely destroyed.<\/p> ACTIONS<\/strong><\/p> Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p> Hit<\/strong>: 14 (4d6) piercing damage.<\/p> Eye Rays<\/strong>. The death tyrant shoots three of the following<\/p> magical eye rays at random (reroll duplicates), choosing one to<\/p> three targets it can see within 120 feet of it:<\/p> 1. Charm Ray<\/strong>. The targeted creature must succeed on a DC<\/p> 17 Wisdom saving th row or be charmed by the tyrant for 1<\/p> hour, or until the beholder harms the creature.<\/p> 2. Paralyzing Ray<\/strong>. The targeted creature must succeed on a<\/p> DC 17 Constitution saving throw or be paralyzed for 1 minute.<\/p> The target can repeat the saving throw at the end of each of its<\/p> turns, ending the effect on itself on a success.<\/p> 3. Fear Ray<\/strong>. The targeted creature must succeed on a DC 17<\/p> Wisdom saving throw or be frightened for 1 minute. The target<\/p> can repeat the saving throw at the end of each of its turns,<\/p> ending the effect on itself on a success.<\/p> 4. Slowing Ray<\/strong>. The targeted creature must succeed on a<\/p> speed is halved for 1 minute. In addition, the creature can't<\/p> take reactions, and it can take either an action or a bonus<\/p> action on its turn, not both. The creature can repeat the saving<\/p> throw at the end of each of its turns, ending the effect on itself<\/p> on a success.<\/p> 5. Enervation Ray<\/strong>. The targeted creature must make a DC 17<\/p> Constitution saving throw, taking 36 (8d8) necrotic damage on<\/p> a failed save, or half as much damage on a successful one.<\/p> 6. Telekinetic Ray<\/strong>. If the target is a creature, it must succeed<\/p> on a DC 17 Strength saving throw or the tyrant moves it up to<\/p> 30 feet in any direction. The target is restrained by the ray's<\/p> telekinetic grip until the start of the tyrant's next turn or until<\/p> the tyrant is incapacitated.<\/p> If the target is an object weighing 300 pounds or less that<\/p> isn't being worn or carried, it is moved up to 30 feet in any<\/p> direction. The tyrant can also exert fine control on objects with<\/p> this ray, such as manipulating a simple tool or opening a door<\/p> or a container.<\/p> 7. Sleep Ray<\/strong>. The targeted creature must succeed on a DC 17<\/p> Wisdom saving throw or fall asleep and remain unconscious<\/p> for 1 minute. The target awakens if it takes damage or another<\/p> creature takes an action to wake it. Th is ray has no effect on<\/p> constructs and undead.<\/p> 8. Petrification Ray<\/strong>. The targeted creature must make a DC<\/p> 17 Dexterity saving throw. On a failed save, the creature begins<\/p> to turn to stone and is restrained. It must repeat the saving<\/p> throw at the end of its next turn. On a success, the effect ends.<\/p> On a fa ilure, the creature is petrified until freed by the greater<\/p> restoration spell or other magic.<\/p> 9. Disintegration Ray<\/strong>. If the target is a creature, it must<\/p> succeed on a DC 17 Dexterity saving throw or take 45 (l0d8)<\/p> force damage. If this damage reduces the creature to 0 hit<\/p> points, its body becomes a pile of fine gray dust.<\/p> If the target is a Large or smaller non magical object or<\/p> creation of magical force, it is disintegrated without a saving<\/p> throw. If the target is a Huge or larger object or creation of<\/p> magical force, this ray disintegrates a 10·foot cube of it.<\/p> 10. Death Ray<\/strong>. The targeted creatu re must succeed on a DC<\/p> 17 Dexterity saving throw or take 55 (10d10) necrotic damage.<\/p> The target dies if the ray reduces it to 0 hit points.<\/p> LEGENDARY ACTIONS<\/strong><\/p> The death tyrant can take 3 legendary actions, using the Eye<\/p> Ray option below. It can take only one legendary action at a<\/p> time and only at the end of another creature's turn. The tyrant<\/p> regains spent legendary actions at the start of its turn.<\/p> Eye Ray<\/strong>. The beholder uses one random eye ray.<\/p>","family":"","ch":"1","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Undead","challenge_rating":"1","alignment":"Lawful Evil","reference":"Usergen"},{"id":10154,"name":"Spectator ","full_text":" Medium aberration, lawful neutral<\/p> Armor Class<\/strong> 14 (natural armor)<\/p> Hit Points<\/strong> 39 (6d8 + 12)<\/p> Speed<\/strong> 0 ft., fly 30ft. (hover)<\/p>STR<\/strong><\/td> DEX<\/strong><\/td> CON<\/strong><\/td> INT<\/strong><\/td> WIS<\/strong><\/td> CHA<\/strong><\/td><\/tr> 10(+0)<\/td> 14(+2)<\/td> 10(+0)<\/td> 11(+0)<\/td> 12(+1)<\/td> 11(+0)<\/td><\/tr><\/tbody><\/table>
unburdened and ever moving- yet they watch over a<\/p>Banshee<\/h2>
STR<\/strong><\/td> DEX<\/strong><\/td> CON<\/strong><\/td> INT<\/strong><\/td> WIS<\/strong><\/td> CHA<\/strong><\/td><\/tr> 1 (-5)<\/td> 14 (+2)<\/td> 10 (+0)<\/td> 12 (+1)<\/td> 11 (+0)<\/td> 17 (+3)<\/td><\/tr><\/tbody><\/table> Beholder<\/h2>
STR<\/strong><\/td> DEX<\/strong><\/td> CON<\/strong><\/td> INT<\/strong><\/td> WIS<\/strong><\/td> CHA<\/strong><\/td><\/tr> 14(+2)<\/td> 18(+4)<\/td> 17(+3)<\/td> 15(+2)<\/td> 17(+3)<\/td><\/tr><\/tbody><\/table> Death Tyrant<\/h2>
STR<\/strong><\/td> DEX<\/strong><\/td> CON<\/strong><\/td> INT<\/strong><\/td> WIS<\/strong><\/td> CHA<\/strong><\/td><\/tr> 10 (+0)<\/td> 14 (+2)<\/td> 14 (+2)<\/td> 19 (+4)<\/td> 15 (+2)<\/td> 19 (+4)<\/td><\/tr><\/tbody><\/table> spectator<\/h2>