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Skip's Guide to Monsters

This guide is a conversion of various monsters from the 3e/3.5e books Monster Manual and Fiend Folio that didn't make the cut for 5e yet. I'm also converting several monsters that weren't quite faithful in their official conversions to 5e, with the intention that, if that monster was used in a 3e adventure, my conversion would be appropriate for the adventure where the official version isn't.

This isn't a proper sourcebook, homebrew or not. None of the monsters in this guide are of my own creation and reprinting the lore that others have written is impolite at best. Ideally this guide should be used in conjunction with the books that these creatures were originally printed in. In place of lore are my thoughts and justification of the conversion process.

I'm not converting everything word-for-word. There are many design conventions in 5e which do not match those of previous editions, especially concerning damage or condition immunities and resistances, nonabilities, and innate spellcasting. When converting these monsters I'll be removing those abilities where appropriate to make them feel more like 5e monsters and less like obvious conversions of ADnD/3.5e monsters.

Aboleth, Mage

Some aboleths take up the study of magic to enhance their powers of domination. You'd think their spellbooks would get soggy, but I guess that isn't an issue for them. What do they write with? I decided not to increase their hit points; similar wizard-variant creatures, such as Blagothkus from HotDQ, don't get a hit point increase or even lose hit points. If a higher CR is desired, I would increase the Aboleth's hit points and/or grant it additional tentacle attacks.

Variant: Aboleth Mage

An aboleth mage is an ordinary aboleth with a challenge rating of 11 (7,200 XP) and the ability to cast spells as a wizard. The following trait is appropriate for an average aboleth mage. Other aboleth mages might have different spells prepared, or cast spells as a wizard of a higher or lower level.

Spellcasting. The aboleth is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The aboleth has the following wizard spells prepared:

Cantrips: mage hand, message, prestidigitation, ray of frost
1st level (4 slots): charm person, detect magic, magic missile, shield
2nd level (3 slots): blur, darkness, see invisibility
3rd level (3 slots): counterspell, dispel magic, lightning bolt
4th level (3 slots): greater invisibility, phantasmal killer
5th level (2 slots): hold monster, scrying

Achaierai

Achaierai are four-legged flightless avian creatures from the plane of Acheron. They can release a toxic black cloud that confuses targets.

I was divided on whether the achaierai should be a fiend or a monstrosity. I went with fiend, since they're evil Outsiders in 3.5e and that would prefer their interaction with spells that affect extraplanar creatures. I dropped their Charisma score; in 3.5e most Outsiders have higher Charisma just for being outsiders, but achaierai don't really seem like skilled negotiators and lack any spell-like abilities. I also dropped their Spell Resistance.


Achaierai

Large fiend, neutral evil


  • Armor Class 15 (natural armour)
  • Hit Points 75 (10d10 + 20)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 14 (+2) 10 (+0) 14 (+2) 7 (−2)

  • Skills Perception +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Infernal
  • Challenge 4 (1,100 XP)

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Black Cloud (3/Day). The achaierai releases a cloud of toxic black smoke. Each creature within 10 feet of the achaierai must succeed on a DC 12 Constitution saving throw or it takes 7 (2d6) poison damage and can't take reactions for 1 minute. The target can't move, and on each of its turns it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Allip

Allip are wraith-like undead creatures spawned from creatures driven to suicide by madness. Their touch drains Wisdom like a Shadow drains Strength, and their babbling hypnotizes nearby creatures.


Allip

Medium undead, neutral evil


  • Armor Class 12
  • Hit Points 36 (8d8)
  • Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6 (−2) 14 (+2) 11 (+0) 11 (+0) 11 (+0) 17 (+3)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages it knew in life but can't speak
  • Challenge 1 (200 XP)

Babble. An allip constantly mutters to itself. All sane creatures that start their turn within 60 feet of the Allip or enter the area for the first time on their turn and can hear the allip must succeed on a DC 13 Wisdom saving throw or be incapacitated and unable to move for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the allip's Babble for the next 24 hours.

Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Wisdom Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) psychic damage, and the target's Wisdom score is reduced by 1d4. The target dies if this reduces its Wisdom score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

 

Angel

While the Planetar and Solar in the 5e Monster Manual might represent an average angel, some angels might have the ability to cast spells as high-level Clerics.

Additionally, angels can be of any good alignment, and do not tend towards law.

Variant: Angel Spellcasting

Some angels have the ability to cast divine spells as a cleric. These angels have a challenge rating of 17 (18,000 XP) (if they are a planetar) or 22 (41,000 XP) (if they are a solar). They can prepare spells from the Light, Tempest, and War domains as if they were cleric spells. The following trait is appropriate for an average spellcasting angel; other angels might have different spells prepared, though this might affect their challenge rating.

Spellcasting. The angel is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks for a planetar; spell save DC 22, +14 to hit with spell attacks for a solar). The angel has the following cleric spells prepared:

Cantrips: guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, command, guiding bolt, sanctuary, shield of faith
2nd level (3 slots): aid, hold person, silence, spiritual weapon
3rd level (3 slots): daylight, dispel magic, mass healing word, remove curse
4th level (3 slots): banishment, death ward
5th level (3 slots): greater restoration, mass cure wounds
6th level (1 slots): heal, heroes' feast
7th level (1 slots): conjure celestial, divine word
8th level (1 slots): earthquake, holy aura
9th level (1 slots): mass heal

Aranea

Aranea are arachnoid shapeshifters similar to lycanthropes. They also have a small amount of sorcerous ability.



Aranea

Medium monstrosity (shapechanger), neutral


  • Armor Class 13
  • Hit Points 39 (6d8 + 12)
  • Speed 50 ft. (30 ft. in humanoid or hybrid form), climb 25 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 14 (+2) 13 (+1) 14 (+2)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Sylvan
  • Challenge 1 (200 XP)

Shapechanger. The aranea can use its action to polymorph into a Medium spider-humanoid hybrid or into a Small or Medium humanoid, or back into its true form, which is that of a Medium spider. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Spellcasting. The aranea is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The aranea has the following sorcerer spells prepared:

Cantrips: friends, minor illusion, poison spray, prestidigitation
1st level (3 slots): charm person, magic missile, silent image, sleep

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

Web Sense. While in contact with a web, the aranea knows the exact location of any other creature in contact with the same web.

Web Walker. The aranea ignores movement restrictions caused by webbing.

Actions

Multiattack (Humanoid or Hybrid Form Only). The aranea makes two attacks, only one of which can be a bite.

Bite (Spider or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Web (Spider or Hybrid Form Only, Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Archon

Archons are a type of celestial which exemplify the Lawful Good alignment. There are three major types of archon: the lantern archon, hound archon, and trumpet archon.

I removed a few special abilities common to archons: petrification immunity was removed from many similar creatures, such as dragons; the angels also lost their magic circle against evil; basically none of the creatures that used to have greater teleport at will have it anymore. I've simplified Aura of Menace into a Frightening Presence-style action option for Hound and Trumpet Archons; I don't see what's so menacing about a fuzzy ball of light. I've removed their innate spellcasting, since it didn't have anything very special in it.

I increased the Lantern Archon's Strength to 3, since 1 Str is basically 5e's version of a nonability. I changed their size from Small to Tiny to make them more appropriate as familiars.

I removed the Hound Archon's natural weapons, since it doesn't seem very noble for a hound archon to be biting at foes. I decided that the Hound Archon Hero would work best as a variant creature; I was a bit upset that the hero's attack and skill bonuses weren't getting increased along with its proficiency bonus, but there's a precedence for not doing so in published adventures, and doing so would make the variant too complicated.


Lantern Archon

Tiny celestial, lawful good


  • Armor Class 10
  • Hit Points 5 (2d4)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
3 (−4) 11 (+0) 10 (+0) 6 (−2) 11 (+0) 10 (+0)

  • Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities radiant
  • Senses darkvision 60 ft., passive Perception 14
  • Languages all
  • Challenge 1/8 (25 XP)

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

Actions

Light Ray. Ranged Spell Attack: +2 to hit, range 30 ft., one target. Hit: 3 (1d6) radiant damage.


Hound Archon

Medium celestial, lawful good


  • Armor Class 18 (plate)
  • Hit Points 52 (8d8 + 16)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 10 (+0) 13 (+1) 13 (+1)

  • Skills Insight +3, Perception +3
  • Damage Resistances lightning, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 13
  • Languages all
  • Challenge 4 (1,100 XP)

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

Actions

Mutliattack. The archon makes two melee weapon attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Menace. A righteous aura surrounds the archon. Each creature of the archon's choice within 20 feet of the archon must succeed on a DC 11 Charisma saving throw or become frightened for 1 hour. The frightened condition ends if the archon dies, the creature hits the archon with an attack, or the archon is out of sight for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Menace for the next 24 hours.

Change Shape. The archon polymorphs into a canine beast of Small to Large size that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (archon's choice). In its new form, the archon retains its alignment and hit points, its Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Variant: Hound Archon Hero

Some hound archons have advanced martial training and righteous magic. These archons have a challenge rating of 8 (3,900 XP) and the following adjustments to their statblock:

  • The archon has 104 (16d8 + 32) hit points.
  • The archon's Charisma score is 16 (+3).
  • The archon can attack three times when it uses the Multiattack action.
  • The archon deals an additional 9 (2d8) radiant damage when it hits with a weapon attack.

Spellcasting. The archon is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The archon has the following paladin spells prepared:


1st level (4 slots): cure wounds, detect evil and good, divine favor, thunderous smite
2nd level (3 slots): branding smite, lesser restoration, magic weapon



Trumpet Archon

Medium celestial, lawful good


  • Armor Class 16 (natural armour)
  • Hit Points 142 (15d8 + 75)
  • Speed 40 ft., fly 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 20 (+5) 16 (+3) 16 (+3) 16 (+3)

  • Skills Perception +8, Performance +8
  • Damage Resistances lightning, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 18
  • Languages all
  • Challenge 13 (10,000 XP)

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

Spellcasting. The archon is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The archon has the following cleric spells prepared:

Cantrips: light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, command, guiding bolt, shield of faith
2nd level (3 slots): aid, hold person, spiritual weapon
3rd level (3 slots): daylight, dispel magic, mass healing word
4th level (3 slots): banishment, death ward
5th level (2 slots): dispel evil and good, mass cure wounds
6th level (1 slots): heal
7th level (1 slots): divine word

Trumpet. The archon carries a large trumpet. While holding the trumpet, the archon can take the Paralyzing Awe action by blowing it. As a bonus action, the archon can magically transform the trumpet into a greatsword. Attack rolls made with the greatsword are magical, and the weapon deals an additional 27 (6d8) radiant damage when the archon hits with it. If the trumpet is stolen, it becomes a chunk of useless metal until the archon recovers it.

Actions

Mutliattack. The archon can use its Menace; it then makes three melee weapon attacks.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 27 (6d8) radiant damage.

Menace. A righteous aura surrounds the archon. Each creature of the archon's choice within 20 feet of the archon must succeed on a DC 16 Charisma saving throw or become frightened for 1 hour. The frightened condition ends if the archon dies, the creature hits the archon with an attack, or the archon is out of sight for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Menace for the next 24 hours.

Paralyzing Awe. The archon's trumpet produces beautiful music. Each creature of the archon's choice within 100 feet of the archon must succeed on a DC 16 Wisdom saving throw or be paralyzed. The target can repeat the save at the end of each of its turns, ending the paralyzed condition on itself on a success.

Arrowhawk

Arrowhawks are strange bird-like creatures from the Elemental Plane of Air. They have a bite attack, and can fire a ray of electricity.


Juvenile Arrowhawk

Small elemental, neutral


  • Armor Class 15
  • Hit Points 27 (6d6 + 6)
  • Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 12 (+1) 10 (+0) 13 (+1) 13 (+1)

  • Skills Perception +5
  • Damage Resistances cold, fire
  • Damage Immunities acid, lightning, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Auran
  • Challenge 2 (450 XP)

Dive Attack. If the arrowhawk is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Flyby. The arrowhawk doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Keen Sight. The arrowhawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Electricity Ray. Ranged Spell Attack: +7 to hit, range 50 ft., one target. Hit: 9 (2d8) electricity damage.

I decided to let them use Dexterity on their spell attack, which is a little unusual. But that's how it worked in 3.5e, and the arrowhawk lacks any high mental scores to use instead.


Adult Arrowhawk

Medium elemental, neutral


  • Armor Class 15
  • Hit Points 65 (10d8 + 20)
  • Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 21 (+5) 15 (+2) 10 (+0) 13 (+1) 13 (+1)

  • Skills Perception +5
  • Damage Resistances cold, fire
  • Damage Immunities acid, lightning, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Auran
  • Challenge 4 (1,100 XP)

Dive Attack. If the arrowhawk is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Flyby. The arrowhawk doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Keen Sight. The arrowhawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Electricity Ray. Ranged Spell Attack: +7 to hit, range 50 ft., one target. Hit: 13 (3d8) electricity damage.



Elder Arrowhawk

Large elemental, neutral


  • Armor Class 15
  • Hit Points 133 (14d10 + 56)
  • Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 21 (+5) 18 (+4) 10 (+0) 13 (+1) 13 (+1)

  • Skills Perception +7
  • Damage Resistances cold, fire
  • Damage Immunities acid, lightning, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Auran
  • Challenge 7 (2,900 XP)

Dive Attack. If the arrowhawk is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Flyby. The arrowhawk doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Keen Sight. The arrowhawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Electricity Ray. Ranged Spell Attack: +8 to hit, range 50 ft., one target. Hit: 18 (4d8) electricity damage.

Athach

Athaches are misshapen giants with a third arm extending from the center of their chest. Their bite is poisonous.

Like with ettercaps, I decided to change their type from aberration to something more appropriate; in this case, giant. If you disagree, it's a simple change to make. I reduced their Strength score from 26 to 23; they were as strong as a stone giant in 3.5e, and stone giants have 23 strength in 5e.

Their CR had to be increased by a couple points; that's just what happens with a creature with four attacks, huge weapons, and 23 Strength.


Athach

Huge giant, chaotic evil


  • Armor Class 13 (hide armour)
  • Hit Points 161 (14d12 + 70)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 21 (+5) 7 (−2) 12 (+1) 6 (−2)

  • Skills Perception +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Giant
  • Challenge 10 (5,900 XP)

Actions

Multiattack. The athach makes four attacks: one with its bite and three with its morningstars.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage.

Morningstar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Barghest, Greater

According to 5e lore, a barghest returns to Gehenna to serve its masters when it has consumed 17 goblinoid souls. A greater barghest in this context would be a barghest that has completed this task and returned to Gehenna, which the PCs either encounter there or summoned onto the Material Plane.

Barghests were given a significant power boost upon conversion to 5e, so greater barghests likewise needed a power boost. In 3.5e barghests were Medium-sized and greater barghests were Large; since barghests are Large in 5e, it made sense to make greater barghests Huge.

You might decide to have Barghests tend towards lawful evil, as they did in 3.5e. Additionally, they did not have the Fire banishment trait; if you want more faithful Barghests, removing that trait is an option which does not affect the barghest's challenge rating. Additionally, such barghests speak Worg in addition to their other languages.


Greater Barghest

Huge fiend, neutral evil


  • Armor Class 18 (natural armour)
  • Hit Points 133 (14d12 + 42)
  • Speed 60 ft. (30 ft. in goblin form)

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 17 (+3) 17 (+3) 16 (+3) 18 (+4)

  • Skills Deception +8, Intimidation +8, Perception +11, Stealth +6
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 21
  • Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft.
  • Challenge 9 (5,000 XP)

Shapechanger. The barghest can use its action to polymorph into a Large goblinoid or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.

Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 10 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.

Keen Smell. The barghest has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting. The barghest's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: levitate, minor illusion, pass without trace
1/day each: charm person, dimension door, enlarge/reduce (enlarge only, 5 targets), invisibility (6th-level), suggestion

Actions

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

Bite. Melee Weapon Attack (true form only): +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Variant: Barghest Wolf Forms

Some barghests are able to take the form of a wolf as well as a goblinoid. In this form, bargests can bite but lose their claw attack. barghests take the form of a Medium wolf, while greater barghests take the form of a Large dire wolf.


Abyssal Greater Basilisk

Large fiend, chaotic evil


  • Armor Class 15 (natural armour)
  • Hit Points 209 (22d10 + 88)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (−1) 18 (+4) 6 (−2) 8 (−1) 7 (−2)

  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Abyssal but can't speak
  • Challenge 10 (5,900 XP)

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage plus 14 (4d6) poison damage.

 

Basilisk, Greater Abyssal

Abyssal Greater Basilisks are a larger variant of the Basilisk that hail from the abyss.

Belker

Belkers are evil creatures of elemental air. Their primary attack is to be inhaled by an enemy and rip them apart from the inside.


Belker

Large elemental, neutral evil


  • Armor Class 15
  • Hit Points 60 (8d10 + 16)
  • Speed 30 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 14 (+2) 6 (−2) 11 (+0) 11 (+0)

  • Damage Immunities poison
  • Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran
  • Challenge 3 (700 XP)

Smoke Form. The belker can use a bonus action to enter a smoke form, or return to its solid form. While in smoke form, the belker can enter a hostile creature's space and stop there, and can move through a space as narrow as 1 inch wide without squeezing.

If a creature starts its turn in the belker's space, it must succeed on a DC 15 Constitution saving throw or inhale part of the belker. The belker solidifies this part into a claw, which rips at the creature from the inside dealing 7 (3d4) slashing damage. The target must repeat the save at the end of each of its turns, taking another 7 (3d4) slashing damage on a failed save, and ending the effect on itself on a successful one.

Actions

Multiattack. The belker makes two attacks: one with its claws and one with its wings.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

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

Celestial Creature

A celestial creature is like a normal creature, but is from one of the upper planes. I decided to let them retain the usual celestial damage resistances; if you don't like that (for example, because angels don't get those damage resistances anymore), you might remove all but the radiant resistance.

Celestial Template

A creature with origins in the upper planes is similar to a member of that species from the Material Plane, with the following adjustments:


Resistances The creature is resistant to acid, cold, lightning, and radiant damage.
Senses The creature gains darkvision with a radius of 60 ft.

Chaos Beast

The chaos beast is an ever-changing creature from Limbo that transforms other creatures into more of its own.

In 3.5e the chaos beast had low HP and damage for its CR because Corporeal Instability was just so powerful. I decided to try to keep its CR at least 5 or higher, so I had to increase its physical ability scores, damage die, HP, etc.

In 3.5e getting hit with Corporeal Instability is a death sentence without a restoration spell; an affected creature can temporarily stave off the effects with a Charisma check, but there's no way to permanently remove it without a spell. This isn't the sort of thing that happens in 5e, for better or worse, so I allowed a save each round to end the effect. In addition, I decided to have the effect deal psychic damage each round, and cause a creature reduced to 0 hit points while unstable become a chaos beast.

Chimera

Some chimeras might have a dragon head of a colour other than red. The following table lists the damage types and areas for the breath weapons for the various basic chromatic dragon varieties. The damage is the same for all types. All lines are 5 feet wide.

Chimera Breath Weapons
1d10 Head Colour Breath Weapon
1-2 Black 30-foot line of acid
3-4 Blue 30-foot line of lightning
5-6 Green 15-foot cone of poison
7-8 Red 15-foot cone of fire
9-10 White 15-foot cone of cold

Chaos Beast

Medium aberration, chaotic neutral


  • Armor Class 15 (natural armour)
  • Hit Points 90 (12d8 + 36)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

  • Damage Immunities poison
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)

Unstable Form. The chaos beast's form constantly shifts. If an effect changes the chaos beast's form (such as petrification or the polymorph spell), it reverts to its usual, unstable form at the start of its next turn.

Actions

Multiattack. The chaos beast slams twice.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning, piercing, or slashing damage (chaos beast's choice). If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become a spongy, amorphous mass. The creature drops whatever it is holding. The creature takes 13 (2d12) psychic damage at the start of each of its turns and uses its action to make a melee attack against a randomly determined creature within range. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

If a creature rendered amorphous by this ability is reduced to 0 hit points, it becomes a chaos beast.

Delver

Delvers are huge, bizzare subterranean creatures. They are covered in corrosive slime.


Delver

Huge aberration, neutral


  • Armor Class 19 (natural armour)
  • Hit Points 161 (14d12 + 70)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 21 (+5) 14 (+2) 14 (+2) 12 (+1)

  • Damage Immunities acid
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
  • Languages Terran, Undercommon
  • Challenge 8 (3,900 XP)

Corrosive Slime. A creature that touches the delver immediately takes 7 (2d6) acid damage (included in the attack), and then takes an additional 7 (2d6) acid damage at the start of its next turn. The delver's acid deals maximum damage against creatures made of stone.

Actions

Multiattack. The delver slams twice.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 7 (2d6) acid damage.

Demon

Many outsiders have the ability to cast greater teleport at will in 3.5e. However, in 5e not even Pit Fiends and Balors have access to unlimited teleportation, and there isn't even an equivalent to greater teleport/teleport without error. If you want to do your best to implement this into 5e, I would grant Babau, Balors, Chasme, Glabrezu, Hezrou, Mariliths, Nalfeshnee, Succubi/Incubi, Vrocks, Barbed Devils, Bearded Devils, Bone Devils, Erinyes Devils, Horned Devils, Ice Devils, Pit Fiends, Lantern Archons, Hound Archons, Trumpet Archons, and Ghaele Eladrins the following trait. If the creature already has the Innate Spellcasting trait, add teleport (self only) to its list of at-will spells. If the creature has the Teleport action, it is effectively replaced by this ability and should be removed; you don't need to be able to teleport 120 feet if you can teleport halfway across the world.


Innate Spellcasting. The creature can innately cast teleport (self only), requiring no material components. Its spellcasting ability is Charisma.

 

Demon, Balor

Some balors cast spells innately, and have the following trait. It does not affect the balor's challenge rating.


Innate Spellcasting. The balor's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:

At will: confusion, dispel magic, dominate monster, telekinesis

1/day each: fire storm

Demon, Bebilith

Bebiliths are huge, spider-like demons that hunt mortals and other demons. They are not tanar'ri, and thus exist outside of normal demon "society". Their bite is poisonous (and unlike that of a normal spider, it deals Constitution damage instead of Strength), and their claws can rip the armour off of opponents.

Demon, Dretch

Even some dretch have some small magical ability, and have the following trait. It does not affect the dretch's challenge rating.


Innate Spellcasting (1/Day). The dretch can innately cast stinking cloud (spell save DC 6), requiring no material components. Its spellcasting ability is Charisma.

Demon, Hezrou

Some hezrou can become gaseous in order to escape combat or sneak into fortified areas. They have the following trait, which does not affect their challenge rating:


Innate Spellcasting (3/Day). The hezrou can innately cast gaseous form (self only), requiring no material components. Its spellcasting ability is Charisma.

Demon, Marilith

Some mariliths can cast some spells, and some can even change shape. These mariliths have the following trait and/or action option, neither of which affect the marilith's challenge rating:


Innate Spellcasting. The marilith's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: blade barrier, telekinesis

1/day each: polymorph


Change Shape. The marilith polymorphs into a Small or Medium humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (marilith's choice).
In its new form, the marilith retains its alignment and hit points, its Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


Bebilith

Huge fiend, chaotic evil


  • Armor Class 17 (natural armour)
  • Hit Points 195 (17d12 + 85)
  • Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 21 (+5) 11 (+0) 13 (+1) 13 (+1)

  • Skills Perception +5, Stealth +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15
  • Languages understands Abyssal but can't speak, telepathy 120 ft. (works only with bebiliths)
  • Challenge 11 (7,200 XP)

Innate Spellcasting. The bebilith can innately cast plane shift (self only), requiring no material components. Its spellcasting ability is Charisma.

Rend Armour. If the bebilith hits an armour-wearing creature with two claw attacks in a single turn, it rends the creature's armour, which takes a permanent and cumulative −2 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10.

Actions

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

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 21 (6d6) poison damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 17 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Demon, Retriever

Retrievers are demonic constructs which resemble metallic bebiliths. They shoot lasers from their fricken' eyes, man. Demon robots with eye lasers. So cool.


Retriever

Huge construct, chaotic evil


  • Armor Class 20 (natural armour)
  • Hit Points ~210 (14d12 + 70)
  • Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
25 (+7) 17 (+3) 21 (+5) 3 (−4) 11 (+0) 1 (−5)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyze, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Abyssal but can't speak
  • Challenge 13+ (3,900 XP)

Find Target. The retriever knows the distance to and direction of any creature or object it has been ordered to find, even if they are on different planes of existence.

Actions

Multiattack. The retriever makes six attacks: one with its bite, four with its claws, and one with with its eye rays.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the retriever can't use its bite against another target.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 7) slashing damage.

Eye Rays. The retriever shoots one of the following magical eye rays at a creature it can see within 90 feet of it.

1. Fire Ray. The target must make a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much on a successful one.

1. Cold Ray. The target must make a DC 16 Dexterity saving throw, taking 42 (12d6) cold damage on a failed save, or half as much on a successful one.

1. Electricity Ray. The target must make a DC 16 Dexterity saving throw, taking 42 (12d6) lightning damage on a failed save, or half as much on a successful one.

1. Petrification Ray. The targeted creature must make a DC 16 Constitution saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Glabrezu Wishes

Some glabrezu have the ability to grant wishes to mortals. When such a glabrezu grants a wish, it can't do so again for 1 month. To be granted a wish, a creature within 60 feet of the glabrezu states a desired effect to it. The glabrezu can then cast the wish spell on the creature's behalf to bring about the effect. Unless the wish is used to create pain and suffering, the glabrezu demands either terrible evil acts or great sacrifice as compensation.

Demon, Nalfeshnee

Some nalfeshnees can cast spells innately, and have the following trait which does not affect their challenge rating:


Innate Spellcasting. The Nalfeshnee's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: call lightning, dispel magic

3/day each: slow

1/day each: feeblemind

Demon, Succubus

In 3.5e, Succubi/Incubi are tanar'ri demons, not merely non-specific fiends. If you wish to keep this in 5e, it's as easy as adding (demon) to their list of subtypes, granting them immunity to poison damage and the poisoned condition, and granting them the Magic Resistance trait (I don't really need to reprint it here, do I?). And, of course, their alignment is chaotic evil, not neutral evil.

Some succubi have the ability to read minds, like a doppelganger does. All of the other Succubi spell-like abilities have already been converted, so I figured this was appropriate for bringing in the last one:

Read Thoughts. The fiend magically reads the suface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the fiend can continue reading its thoughts, as long as the fiend's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the fiend has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Vrock

Some vrocks can cast spells innately, and have the following trait which does not affect their challenge rating:


Innate Spellcasting. The Nalfeshnee's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: telekinesis

1/day each: heroism, mirror image

 

Destrachan

Destrachans are evil, blind, dungeon-dwelling intelligent beasts that attack with sonic blasts. Destrachans are resistant to sonic effects; for 5e, I've represented this by resistance to Thunder damage and advantage on saving throws against becoming deafened. I've also reduced their Charisma score a bit because it made sense to.


Destrachan

Large abberation, neutral evil


  • Armor Class 15 (natural armour)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 12 (+1) 15 (+2) 8 (−1)

  • Skills Perception +8, Stealth +7
  • Damage Resistances thunder
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 18
  • Languages understands Common but can't speak
  • Challenge 5 (1,800 XP)

Echolocation. The destrachan can't use its blindsight while deafened. It has advantage on saving throws against being deafened.

Keen Hearing. The destrachan has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack. The destrachan attacks twice with its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Destructive Harmonics. The destrachan blasts sonic energy in either a 90-foot cone or a 30-foot radius (destrachan's choice). All targets within the area are subject to one of the following effects:

  • Flesh. All creatures must make a DC 14 Constitution saving throw, taking 28 (8d6) thunder damage on a failed save, or half as much damage on a successful one.
  • Nerves. All creatures must make a DC 14 Constitution saving throw, taking 35 (10d6) thunder damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points, it is unconscious but stable.
  • Material. The destrachan chooses wood, stone, metal, or glass. All objects of that material take 20 thunder damage.
Derro: Death by Sunlight

Sunlight is poison to Derro, and being exposed to it for a long period of time is fatal. Every hour the derro is exposed to sunlight, the Derro takes 5 radiant damage that cannot be reduced by any means, and the derro's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the derro takes a long rest in darkness. The derro dies if this damage reduces its hit point maximum to 0.

Devils

So, CRs for devils got completely messed up in 5e, and it would be way too involved to try to bring them back in order. Just look at the following table:

Devil Ranking by CR
3.5e 5e
Pit Fiend (20) Pit Fiend (20)
Malebranche (16) Gelugon (14)
Gelugon (13) Erinyes (12)
Hamatula (11) Malebranche (11)
Osyluth (9) Osyluth (9)
Erinyes (8) Kyton (8)
Kyton (6) Hamatula (5)
Barbazu (5) Barbazu (3)
Imp (2) Imp (1)

In order to fix these, I'd need the following statblocks: a CR 15-17 Malebranche, A CR 8-9 Erinyes, and a CR 10-13 Hamatula. For the purposes of balancing the other devils presented in the 3.5e Monster Manual, I'll pretend like those statblocks already exist. Ugh I hate myself.

Baatezu devils were resistant to acid damage in 3.5e, and you might decide to carry this into 5e as well. They speak Celestial and Draconic in addition to Infernal. All devils but chain devils, hellcats, and imps are baatezu; lemures are baatezu, but they still only understand Infernal.

Devil, Chain

Chain devils are not Baatezu and do not have a few of the traits common to that race. Chain devils are immune to cold, but not fire, poison, or the poisoned condition (nor are they resistant to acid, if you're using my variant). They can't see in magical darkness, they are not telepathic, and they speak Common in addition to Infernal.

 

Devil, Erinyes

This statblock represents an average Erinyes; you might decide to use the one in the Monster Manual to describe an Erinyes officer. Grant such an Erinyes the Innate Spellcasting trait from this statblock, but the spell save DC is 16. Likewise, this Erinyes can also use the Rope of Entanglement variant presented with that statblock.


Fury

Medium fiend (devil), lawful evil


  • Armor Class 16 (natural armour)
  • Hit Points 90 (12d8 + 36)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

  • Saving Throws Dex +6, Con +6, Wis +5, Cha +6
  • Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 12
  • Languages Infernal, telepathy 120 ft.
  • Challenge 8 (7,200 XP)

Innate Spellcasting. The fury's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: charm person, minor illusion

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

Magic Weapons. The fury's weapon attacks are magical.

Actions

Multiattack. The fury makes two melee attacks or three ranged attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 4) slashing damage if used in two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 14 (4d6) fire damage.



Malebranche

Large fiend (devil), lawful evil


  • Armor Class 20 (natural armour)
  • Hit Points 199 (19d10 + 95)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 21 (+5) 21 (+5) 12 (+1) 16 (+3) 19 (+4)

  • Saving Throws Str +12, Dex +10, Wis +8, Cha +9
  • Skills Deception +9, Insight +8, Intimidation +9, Perception +8, Stealth +10
  • Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Infernal, telepathy 120 ft.
  • Challenge 15 (13,000 XP)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Fear Aura. Any creature hostile to the devil that starts its turn within 5 feet of the devil must make a DC 17 Wisdom saving throw, unless the devil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the devil's Fear Aura for the next 24 hours.

Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

3/day each: dispel evil and good, fireball, lightning bolt, major image

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

Regeneration. The devil regains 5 hit points at the start of its turn. If the devil takes radiant damage, this trait doesn't function at the start of the devil's next turn. The devil dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The devil makes five melee attacks: four with its spiked chain and one with its tail. It can use Hurl Flame in place of any melee attack.

Spiked Chain. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (4d4 + 7) slashing damage. If thet target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the end of the devil's next turn.

Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) piercing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 18 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to staunch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 21 (6d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Devil, Horned

Horned devils, or Malebranche, are near the top of the infernal hierarchy, second only to the Pit Fiends and their duke and archduke masters. This statblock is significantly more powerful that that in the 5e Monster Manual; maybe the official is a particularly weak horned devil or just don't exist, while this one represents the average horned devil.

Devil, Bone

Bone devils do not have wings and fly magically, at a speed of 60 ft. (hover). Some bone devils might have wings, but they would be an exception to the norm.

Some bone devils exude a frightening aura. They have the following trait. Normally, it would affect their challenge rating, but I don't think that's necessary due to the limited range:


Fear Aura. Any creature hostile to the devil that starts its turn within 5 feet of the devil must make a DC 15 Wisdom saving throw, unless the devil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the devil's Fear Aura for the next 24 hours.

Some bone devils can cast a spell number of spells innately:


Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:


At will: fly, invisibility (self only), major image, wall of ice


Hamatula

Medium fiend (devil), lawful evil


  • Armor Class 18 (natural armour)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 16 (+3)

  • Saving Throws Str +8, Con +8, Wis +6, Cha +7
  • Skills Deception +7, Insight +6, Perception +10
  • Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 20
  • Languages Infernal, telepathy 120 ft.
  • Challenge 11 (7,200 XP)

Barbed Hide. A creature that touches the devil or hits it with a melee attack while within 5 feet of it takes 5 (1d10) piercing damage. At the start of each of its turns, the devil deals 16 (3d10) piercing damage to any creature grappling it (this already includes the damage caused by touching the devil).

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: hold person, major image

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

Actions

Multiattack. The devil makes three melee attacks: two with its claws and one with its tail. Alternatively, it can use Hurl Flame twice.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 5 (1d10) piercing damage, and the target is grappled (escape DC 16).

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. If thet target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the start of its next turn. If a creature's saving throw is successful, the creature can't be frightened by the devil's tail for the next 24 hours.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Devil, Ice

Ice devils can fly at a speed of 60 ft. (hover).


Some ice devils regenerate hit points slowly, like a troll, and have a challenge rating of 15 (13,000 XP) and the following trait:


Regeneration. The devil regains 5 hit points at the start of its turn. If the devil takes radiant damage, this trait doesn't function at the start of the devil's next turn. The devil dies only if it starts its turn with 0 hit points and doesn't regenerate.


Some bone devils exude a frightening aura. They have the following trait:


Fear Aura. Any creature hostile to the devil that starts its turn within 10 feet of the devil must make a DC 17 Wisdom saving throw, unless the devil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the devil's Fear Aura for the next 24 hours.


Still more, some ice devils can cast a small number of spells at will:


Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:


At will: cone of cold, ice storm, major image

Devil, Imp

Imps are not Baatezu and do not have a few of the traits common to that race. Imps are only resistant to fire, not immune, and are not resistant to cold (nor are they resistant to acid, if you're using my variant). They can't see in magical darkness. Some can magically charm others, and have the following special trait:


Innate Spellcasting (1/Day). The imp can innately cast suggestion (spell save DC 12), requiring no material components. Its spellcasting ability is Charisma.

Devil, Hellcat

Hellcats, or bezekira, are essentially the feline analogue to the hellhound. They are not baatezu, and do not have special traits common to that race. Hellcats are invisible in any light bright enough for a human to see, but give off a faint glow while in darkness.


Hellcat

Large fiend (devil), lawful evil


  • Armor Class 14
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 17 (+3) 9 (−1) 14 (+2) 9 (−1)

  • Skills Perception +8, Stealth +7
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Senses darkvision 120 ft., passive Perception 18
  • Languages understands Infernal but can't speak, telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Almost Invisible. The hellcat is transparant and gives off the faintest of glows. It is invisible while in any light bright enough for a human to see. In darkness, they appear as a faintly glowing outline visible up to 30 feet away.

Keen Smell. The hellcat has advantage on Wisdom (Perception) checks that rely on smell.

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

Pounce. If the hellcat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the hellcat can make one bite attack against it as a bonus action.

Actions

Multiattack. The hellcat attacks twice with its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

 

Devil, Pit Fiend

Pit fiends are the mightiest of the non-unique devils. For once, 5e actually kept an Innate Spellcasting trait, though it isn't quite good enough for my tastes. Some pit fiends are capable of casting more spells, and have a CR of 22 (41,000 XP) and the following trait:


Innate Spellcasting. The pit fiend's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:


At will: detect magic, dispel magic, fireball, invisibility, major image
3/day each: hold monster, wall of fire
1/day each: meteor swarm, power word stun
1/year: wish


Some pit fiends regenerate, and have the following trait. Ordinarily it would affect the pit fiend's challenge rating, but high level PCs will almost always be able to deal some amount of radiant damage every turn, and the regeneration is so little it probably wouldn't matter anyways.


Regeneration. The pit fiend regains 10 hit points at the start of its turn. If the devil takes radiant damage, this trait doesn't function at the start of the devil's next turn. The devil dies only if it starts its turn with 0 hit points and doesn't regenerate.

Devourer

Devourers were changed significantly upon conversion to 5e; this is a list of changes to make to the 5e statblock to bring it more in-line with the 3.5e version.

  • The Devourer is an undead, not a fiend. However, it can be affected by spells and effects which normally only affect fiends.
  • When a creature dies while imprisoned within the devourer, the devourer can convert the creature into spell energy instead of the usual benefits. The devourer gains 5 charges for each Hit Die of the devoured creature. It can only have charges from one creature at a time; when a devourer gains spell charges and still has charges remaining, it chooses which charges to keep.
  • The Devourer can use its action to expend 1 or more of its charges to cast one of the following spells (spell save DC 16): chill touch (3d8 damage, 1 charge), confusion (3 charges), ray of enfeeblement (1 charge), suggstion (2 charges), true seeing (3 charges). Its spellcasting ability is Charisma.

Digester

Digesters are strange creatures which spray digestive acid out of a hose in their "head" and then slurp up the remains. They kind of look like raptors with strange-looking heads.


Digester

Medium monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 17 (+3) 4 (−3) 12 (+1) 8 (−1)

  • Damage Immunities acid
  • Senses darkvision 60 ft., passive Perception 18
  • Languages
  • Challenge 3 (700 XP)

Keen Smell. The digester has advantage on Wisdom (Perception) checks that rely on smell.

Standing Leap. The digester's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Acid Stream. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 36 (8d8) acid damage.

Acid Spray. The digester sprays acid in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

 

Dire Animal: Bear, Lion, Tiger, Wolverine

Most of the dire animals in 3.5e were converted to 5e and just dubbed "Giant" animals, but are otherwise just a name change. However, the Dire Bear, Dire Lion, Dire Tiger, and Dire Wolverine seem to be missing, for whatever reason. So here they are. They're basically just normal animals, but stronger, so there's not much commentary to be had here.


Dire Bear

Large animal, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 180 (19d10 + 76)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 18 (+4) 2 (−4) 13 (+1) 8 (−1)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 7 (2,900 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.


Dire Lion

Large animal, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 105 (14d10 + 28)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 15 (+2) 4 (−3) 12 (+1) 8 (−1)

  • Skills Perception +4, Stealth +7
  • Senses passive Perception 14
  • Languages
  • Challenge 5 (1,800 XP)

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the lion can long jump up to 30 feet.

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.


Dire Wolverine

Large animal, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 57 (6d10 + 24)
  • Speed 30 ft., climb 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 18 (+4) 3 (−4) 12 (+1) 10 (+0)

  • Skills Perception +3, Stealth +7
  • Senses passive Perception 13
  • Languages
  • Challenge 4 (1,100 XP)

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Feral Rage. Whenever the wolverine takes damage, it enters a rage at the start of its next turn. The rage lasts for 1 minute or until the wolverine is incapacitated. While raging, the wolverine gains the following benefits:

  • The wolverine has advantage on Strength checks and Strength saving throws.
  • When it makes a melee weapon attack, the wolverine gains a +2 bonus on the damage roll.
  • The wolverine is resistant to bludgeoning, piercing, and slashing damage.

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.



Dire Tiger

Large animal, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 182 (24d10 + 50)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 15 (+2) 4 (−3) 12 (+1) 10 (+0)

  • Skills Perception +4, Stealth +8
  • Senses passive Perception 14
  • Languages
  • Challenge 8 (3,900 XP)

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Displacer Beast, Pack Lord

Displacer beasts sometimes give birth to mutant offspring which grow to much larger sizes that ordinary displacer beasts. These mutants oftentimes lead bands of their smaller fellows. They're just like ordinary displacer beasts, but bigger and stronger.

I added two claw attacks, even though neither the 3.5e nor the 5e displacer beast has any, to increase the Pack Lord's CR.


Displacer Beast Pack Lord

Huge monstrosity, lawful evil


  • Armor Class 14 (natural armor)
  • Hit Points 230 (20d12 + 100)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 20 (+5) 6 (−2) 12 (+1) 8 (−1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 12 (8,400 XP)

Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This strait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Actions

Multiattack. The displacer beast makes five attacks: one with its bite, two with its claws, and two with its tentacles.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage.

Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 4 (1d8) piercing damage.

 

Dragon, True

Dragons were kept relatively faithful upon their conversion to 5e (thankfully for me), but there are a few things that I'd like to tweak just to bring them a little closer and fix a few bits that might cause continuity errors in adventures and whatnot.

The first is that not all wyrmlings are Medium-sized. In fact, White, Black, Brass, and Copper Wyrmlings are all tiny-sized, and only the most powerful of dragons (Red and Gold) have Medium-sized offspring at birth. To fix this, I've introduced four "Baby Dragon" statblocks for the four weakest types of true dragon.

Also is the lack of the Great Wyrm category of dragon. Is it necessary? Probably not, but I did it anyways. Essentially they are just Ancient dragons but more powerful, just like Ancient dragons are just Adult dragons but more powerful.

And finally is a variant for dragon spellcasters which is more powerful than the Dragons as Innate Spellcasters variant in the 5e Monster Manual. That variant would be more useful for representing the dragon's spell-like abilities, while the variant in this guide is more fitting for actual dragon sorcerer spellcasting.

Dragon, Green

Green dragons are immune to acid, their breath weapon and bite attack deals acid damage instead of poison, and they are not immune to poison or the poisoned condition.


Baby Black Dragon

Tiny dragon, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 10 (4d4)
  • Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 8 (−1) 11 (+0) 11 (+0)

  • Saving Throws Dex +4, Con +2, Wis +2, Cha +2
  • Skills Perception +4, Stealth +4
  • Damage Immunities acid
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 1/4 (50 XP)

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 1 acid damage.

Acid Breath (Recharge 5-6). The dragon exhales acid on a target within 5 feet. If the target is a creature, it must make a DC 10 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.


Baby Brass Dragon

Tiny dragon, chaotic good


  • Armor Class 12 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 11 (+0) 8 (−1) 11 (+0) 11 (+0)

  • Saving Throws Dex +2, Con +2, Wis +2, Cha +2
  • Skills Perception +4, Stealth +2
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 1/8 (25 XP)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

  • Fire Breath. The dragon exhales fire on a target within 5 feet. If the target is a creature, it must make a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
  • Sleep Breath. The dragon exhales sleep gas on a target within 5 feet. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Baby Copper Dragon

Tiny dragon, chaotic good


  • Armor Class 13 (natural armor)
  • Hit Points 7 (3d4)
  • Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 11 (+0) 11 (+0)

  • Saving Throws Dex +3, Con +2, Wis +2, Cha +2
  • Skills Perception +4, Stealth +3
  • Damage Immunities acid
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

  • Acid Breath. The dragon exhales acid on a target within 5 feet. If the target is a creature, it must make a DC 10 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
  • Slowing Breath. The dragon exhales gas on a target within 5 feet. If the target is a creature, it must succeed on a DC 10 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.


Baby White Dragon

Tiny dragon, chaotic evil


  • Armor Class 12 (natural armor)
  • Hit Points 14 (4d4 + 4)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 3 (−4) 10 (+0) 9 (−1)

  • Saving Throws Dex +2, Con +3, Wis +2, Cha +1
  • Skills Perception +4, Stealth +4
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 1/8 (25 XP)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 1 cold damage.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast of hail on a target within 5 feet. If the target is a creature, it must make a DC 11 Dexterity saving throw, taking 9 (2d8) cold damage on a failed save, or half as much damage on a successful one.

Variant: Dragons as Sorcerers

While many dragons might cast spells innately, some have even greater arcane might, casting spells as sorcerers. For the purposes of this variant, a dragon's sorcerer level depends on their Charisma modifier. More or less powerful sorcerous dragons of various types and ages might exist (there's nothing stopping a particularly charismatic brass dragon wyrmling from becoming a 20th-level sorcerer), but I think this variant supplies a good baseline. Only dragons with Charisma scores of 14 or higher can cast spells as sorcerers. You might need to re-calculate the dragon's CR to account for its higher damage output if it has spells which deal damage, protect itself, or heal. Blue, Red, and Metallic dragons can learn spells from the cleric spell list or appropriate cleric domain lists as if they were sorcerer spells.


A Dragon with a Charisma score of 14-15 (+2) casts spells as 5th-level sorcerer. The following trait would be appropriate for a young black dragon:


Spellcasting. The dragon is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells prepared:


Cantrips: acid splash, dancing lights, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, detect magic, ray of sickness
2nd level (3 slots): darkness, invisibility
3rd level (2 slots): fear


A dragon with a Charisma score of 16-17 (+3) casts spells as a 7th-level sorcerer. The following trait would be appropriate for an adult brass dragon:


Spellcasting. The dragon is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips: dancing lights, fire bolt, friends, message, prestidigitation
1st level (4 slots): charm person, comprehend languages, cure wounds
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): counterspell, major image
4th level (1 slots): confusion

 

A dragon with a Charisma score of 18-19 (+4) casts spells as a 9th-level sorcerer. The following trait would be appropriate for an ancient green dragon:


Spellcasting. The dragon is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It has the following sorcerer spells prepared:


Cantrips: dancing lights, friends, message, poison spray, prestidigitation
1st level (4 slots): charm person, fog cloud, sleep
2nd level (3 slots): detect thoughts, misty step
3rd level (3 slots): counterspell, stinking cloud
4th level (3 slots): blight, dominate beast
5th level (1 slots): cloudkill


A dragon with a Charisma score of 20-21 (+5) casts spells as an 11th-level sorcerer. The following trait would be appropriate for an ancient bronze dragon:


Spellcasting. The dragon is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It has the following sorcerer spells prepared:


Cantrips: blade ward, friends, mending, shocking grasp, spare the dying, true strike
1st level (4 slots): comprehend languages, cure wounds, witch bolt
2nd level (3 slots): see invisibility, spiritual weapon
3rd level (3 slots): call lightning, mass healing word
4th level (3 slots): death ward, polymorph
5th level (2 slots): raise dead, telekinesis
6th level (1 slots): chain lightning


A dragon with a Charisma score of 22-23 (+6) casts spells as an 13th-level sorcerer. The following trait would be appropriate for an ancient red dragon:


Spellcasting. The dragon is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It has the following sorcerer spells prepared:


Cantrips: blade ward, friends, mending, shocking grasp, spare the dying, true strike
1st level (4 slots): command, detect magic
2nd level (3 slots): hold person, scorching ray
3rd level (3 slots): clairvoyance, fear, fireball
4th level (3 slots): dimension door, freedom of movement
5th level (2 slots): scrying, wall of stone
6th level (1 slots): true seeing
7th level (1 slots): fire storm



Great Wyrm Black Dragon

Gargantuan dragon, chaotic evil


  • Armor Class 25 (natural armour)
  • Hit Points 536 (29d20 + 232)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

  • Saving Throws Dex +10, Con +16, Wis +11, Cha +13
  • Skills Perception +19, Stealth +10
  • Damage Immunities acid
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29
  • Languages Common, Draconic
  • Challenge 27 (105,000 XP)

Amphibious. The dragon can breathe air and water.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage plus 13 (3d8) acid damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 81 (18d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 25 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 30 (6d6 + 9) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.

Variant: Magical Dragons

Some dragons are more attuned with the arcane than others. Such arcane attunement only presents itself in dragons of Young age or older. These dragons have the following traits:


Resistances. The dragon is resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons.


Immunities. The dragon is immune to the paralyzed condition and can't be put to sleep.


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


Magic Weapons. The dragon's weapon attacks are magical.



Great Wyrm Blue Dragon

Gargantuan dragon, chaotic evil


  • Armor Class 25 (natural armour)
  • Hit Points 663 (34d20 + 306)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 20 (+5) 19 (+4) 23 (+6)

  • Saving Throws Dex +9, Con +18, Wis +13, Cha +15
  • Skills Perception +22, Stealth +9
  • Damage Immunities lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 32
  • Languages Common, Draconic
  • Challenge 29 (135,000 XP)

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 16 (3d10) lightning damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 120 (20d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 27 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 31 (6d6 + 10) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.



Great Wyrm Green Dragon

Gargantuan dragon, lawful evil


  • Armor Class 24 (natural armour)
  • Hit Points 555 (30d20 + 240)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 12 (+1) 27 (+8) 22 (+6) 19 (+4) 21 (+5)

  • Saving Throws Dex +9, Con +16, Wis +12, Cha +13
  • Skills Perception +20, Stealth +9
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 30
  • Languages Common, Draconic
  • Challenge 28 (120,000 XP)

Amphibious. The dragon can breathe air and water.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage plus 14 (4d6) poison damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 120-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 98 (28d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 25 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 30 (6d6 + 9) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.



Great Wyrm Red Dragon

Gargantuan dragon, chaotic evil


  • Armor Class 25 (natural armour)
  • Hit Points 738 (36d20 + 360)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 20 (+5) 17 (+3) 25 (+7)

  • Saving Throws Dex +9, Con +19, Wis +12, Cha +16
  • Skills Perception +21, Stealth +9
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 31
  • Languages Common, Draconic
  • Challenge 30 (155,000 XP)

Exceptional Strength. The dragon has advantage on Strength checks and Strength saving throws.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 21 (6d6) fire damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 120-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 119 (34d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 27 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 31 (6d6 + 10) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.



Great Wyrm White Dragon

Gargantuan dragon, chaotic evil


  • Armor Class 23 (natural armour)
  • Hit Points 507 (26d20 + 234)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 28 (+9) 12 (+1) 14 (+2) 16 (+3)

  • Saving Throws Dex +8, Con +17, Wis +10, Cha +11
  • Skills Perception +18, Stealth +8
  • Damage Immunities cold
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28
  • Languages Common, Draconic
  • Challenge 26 (90,000 XP)

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage plus 13 (3d8) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 120-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 25 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 30 (6d6 + 9) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.



Great Wyrm Brass Dragon

Gargantuan dragon, chaotic good


  • Armor Class 23 (natural armour)
  • Hit Points 462 (25d20 + 200)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

  • Saving Throws Dex +8, Con +16, Wis +11, Cha +13
  • Skills Perception +19, Stealth +8
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29
  • Languages Common, Draconic
  • Challenge 26 (90,000 XP)

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

  • Fire Breath. The dragon exhales fire in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 66 (19d6) fire damage on a failed save, or half as much damage on a successful one.
  • Sleep Breath. The dragon exhales sleep gas in a 120-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating of no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 25 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 30 (6d6 + 9) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.



Great Wyrm Bronze Dragon

Gargantuan dragon, lawful good


  • Armor Class 25 (natural armour)
  • Hit Points 624 (32d20 + 288)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 20 (+5) 19 (+4) 23 (+6)

  • Saving Throws Dex +8, Con +17, Wis +12, Cha +14
  • Skills Perception +20, Stealth +8
  • Damage Immunities lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 30
  • Languages Common, Draconic
  • Challenge 28 (120,000 XP)

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

  • Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 110 (20d10) lightning damage on a failed save, or half as much damage on a successful one.
  • Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 25 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating of no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 26 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 31 (6d6 + 10) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.



Great Wyrm Copper Dragon

Gargantuan dragon, chaotic good


  • Armor Class 24 (natural armour)
  • Hit Points 518 (28d20 + 224)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
29 (+9) 12 (+1) 27 (+8) 22 (+6) 19 (+4) 21 (+5)

  • Saving Throws Dex +8, Con +17, Wis +12, Cha +14
  • Skills Perception +20, Stealth +9
  • Damage Immunities acid
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 30
  • Languages Common, Draconic
  • Challenge 27 (105,000 XP)

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

  • Acid Breath. The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 72 (16d8) acid damage on a failed save, or half as much damage on a successful one.
  • Slowing Breath. The dragon exhales gas in a 120-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action ot a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating of no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 25 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 30 (6d6 + 9) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.



Great Wyrm Gold Dragon

Gargantuan dragon, lawful good


  • Armor Class 25 (natural armour)
  • Hit Points 738 (36d20 + 360)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 20 (+5) 19 (+4) 30 (+10)

  • Saving Throws Dex +11, Con +19, Wis +13, Cha +19
  • Skills Perception +22, Stealth +11
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 32
  • Languages Common, Draconic
  • Challenge 30 (155,000 XP)

Exceptional Strength. The dragon has advantage on Strength checks and Strength saving throws.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

  • Fire Breath. The dragon exhales fire in a 120-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 82 (15d10) fire damage on a failed save, or half as much damage on a successful one.
  • Weakening Breath. The dragon exhales gas in a 120-foot cone. Each creature in that area must succeed on a DC 27 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating of no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 27 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 31 (6d6 + 10) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.



Great Wyrm Silver Dragon

Gargantuan dragon, lawful good


  • Armor Class 25 (natural armour)
  • Hit Points 676 (33d20 + 330)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 20 (+5) 17 (+3) 25 (+7)

  • Saving Throws Dex +9, Con +19, Wis +12, Cha +16
  • Skills Perception +21, Stealth +9
  • Damage Immunities cold
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 31
  • Languages Common, Draconic
  • Challenge 29 (135,000 XP)

Exceptional Strength. The dragon has advantage on Strength checks and Strength saving throws.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

  • Cold Breath. The dragon exhales any icy blast in a 120-foot cone. Each creature in that area must make a DC 27 Consitution saving throw, taking 76 (17d8) cold damage on a failed save, or half as much damage on a successful one.
  • Paralyzing Breath. The dragon exhales paralyzaing gas in a 120-foot cone. Each creature in that area must succeed on a DC 27 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating of no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Crush (Costs 3 Actions). The dragon rolls over onto side, potentially crushing creatures beneath it. The dragon moves 20 feet without provoking attacks of opportunity to a space that can contain one or more other creatures, then falls prone. Each of those creatures must succeed on a DC 27 Strength or Dexterity saving throw (target's choice) or be knocked prone, restrained, and take 31 (6d6 + 10) bludgeoning damage. A restrained creature can use its action to repeat the save, freeing itself on a success. On a successful save, the creature only takes half the damage, isn't knocked prone or restrained, and is pushed up to 10 feet out of the dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dragon's space.

Dragonne

The dragonne is part lion, part dragon. Its roar saps the vitality of enemies.


Dragonne

Large dragon, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 17 (+3) 6 (−2) 12 (+1) 12 (+1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 5 (1,800 XP)

Keen Smell. The dragonne has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the dragonne moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the dragonne can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Exhausting Roar (Recharge 5-6). The dragonne emits a magical roar. Each creature within 120 feet of the dragonne must succeed on a DC 14 Charisma saving throw or gain one level of exhaustion. If the save fails by 5 or more, the target gains two levels of exhaustion.

Eladrin, Bralani

The Eladrin are a race of chaotic good celestials, the chaotic analogue to archons. Bralani Eladrin appear as stout elves with an otherworldly air.They have a small list of spell-like abilities, and can change into a whirlwind.

 

Bralani Eladrin

Medium celestial, chaotic good


  • Armor Class 15 (chain shirt)
  • Hit Points 76 (9d8 + 36)
  • Speed 40 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 13 (+1) 14 (+2) 14 (+2)

  • Saving Throws Dex +7, Wis +5, Cha +5
  • Skills Insight +5, Perception +8, Stealth +7
  • Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical weapons that aren't cold iron
  • Damage Immunities lightning
  • Condition Immunities petrification
  • Senses darkvision 60 ft., passive Perception 18
  • Languages all
  • Challenge 5 (1,800 XP)

Shapechanger. The eladrin can use its action to polymorph into a whirlwind or into a elf-like humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying is absorbed or borne by the new form (the eladrin's choice).

Innate Spellcasting. The eladrin's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: blur, charm person, gust of wind, mirror image, wind wall
2/day: cure wounds (3d8 + 2), lightning bolt

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

Actions

Mutliattack. The eladrin makes two attacks.

Scimitar (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) radiant damage.

Longbow (Humanoid Form Only). Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) radiant damage.

Slam (Whirlwind Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Whirlwind Blast (Whirlwind Form Only). The eladrin fires a scouring blast of wind in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Eladrin, Ghaele

Ghaele Eladrins are the knight-errants of the celestials, appearing as noble elves with a radiant aura. They have a large list of spell-like abilities and cleric spellcasting, a gaze of death, an aura that protects against evil, and they can transform into an incorporeal ball of light that can fire lasers.

Its spell-like abilities bring the brunt of its damage, with several high-power evocations.



Ghaele Eladrin

Medium celestial, chaotic good


  • Armor Class 17 (half plate)
  • Hit Points 112 (15d8 + 45)
  • Speed 50 ft., fly 100 ft. (hover)

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 17 (+3) 16 (+3) 16 (+3) 16 (+3)

  • Saving Throws Dex +7, Wis +8, Cha +8
  • Skills Insight +8, Perception +13, Stealth +7
  • Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical weapons that aren't cold iron
  • Damage Immunities lightning
  • Condition Immunities petrification
  • Senses darkvision 60 ft., passive Perception 23
  • Languages all
  • Challenge 13 (10,000 XP)

Shapechanger. As an action on its turn, the eladrin can assume the form of an incorporeal orb of eldritch colors. The eladrin can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. The eladrin also gains resistance to acid and thunder damage, and becomes immune to poison damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. Otherwise, its statistics are the same in each form. Any equipment it is wearing or carrying is absorbed or borne by the new form (the eladrin's choice).

Doom Gaze (Humanoid Form Only). When an evil creature that can see the eladrin's eyes starts its turn within 60 feet of the eladrin, the eladrin can force it to make a DC 16 Charisma saving throw. On a failed save, the creature becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the save fails by 5 or more, the creature drops to 0 hit points. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the eladrin's Doom Gaze for 24 hours.

Unless surprised, the creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the eladrin until the start of its next turn. If the creature looks at the eladrin in the meantime, it must immediately make the saving throw.

Innate Spellcasting. The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: aid, charm monster, color spray, dancing lights, detect evil and good, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility (self only), major image, see invisibility
1/day: chain lightning, cure wounds (6d8 + 2), prismatic spray, wall of force

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

Protective Aura. Creatures within 20 feet of the eladrin (including the eladrin itself) have advantage on saving throws against the spells and effects of evil creatures, and evil creatures have disadvantage on attack rolls against them.

Spellcasting. The eladrin is an 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The eladrin has the following cleric spells prepared:

Cantrips: guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, command, sanctuary, shield of faith
2nd level (3 slots): hold person, lesser restoration, prayer of healing
3rd level (3 slots): daylight, mass healing word, remove curse
4th level (3 slots): banishment, death ward
5th level (3 slots): flame strike, greater restoration
6th level (1 slots): blade barrier, heal
7th level (1 slots): divine word

Actions

Mutliattack. The eladrin makes three attacks.

Greatsword (Humanoid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) radiant damage.

Light Ray (Orb Form Only). Ranged Spell Attack: +8 to hit, range 300 ft., one target. Hit: 13 (2d12) radiant damage.

Elementals

In 5e, there is one size of elemental: Large. In 3.5e, however, there are six stages for every elemental: Small, Medium, Large, Huge, Greater, and Elder.

Thankfully, elementals are easy to balance: They all have the same CR and the same number of Hit Dice, and elementals don't traditionally get any special abilities. These statblocks are essentially just bags of hit points of various sizes.


Small Air Elemental

Small elemental, unaligned


  • Armor Class 13
  • Hit Points 10 (3d6)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 4 (−3) 10 (+0) 6 (−2)

  • Damage Resistances lightning, thunder
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran
  • Challenge 1/2 (100 XP)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 10 Strength saving throw. On a failure, a target takes 4 (1d8) bludgeoning damage and is flung up to 10 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 10 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.


Medium Air Elemental

Medium elemental, unaligned


  • Armor Class 14
  • Hit Points 33 (6d8 + 6)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 6 (−2) 10 (+0) 6 (−2)

  • Damage Resistances lightning, thunder
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran
  • Challenge 1 (200 XP)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 11 Strength saving throw. On a failure, a target takes 5 (1d8 + 1) bludgeoning damage and is flung up to 10 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 11 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.


Huge Air Elemental

Huge elemental, unaligned


  • Armor Class 16
  • Hit Points 152 (16d12 + 48)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 16 (+3) 6 (−2) 10 (+0) 6 (−2)

  • Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran
  • Challenge 9 (5,000 XP)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 21 (4d8 + 3) bludgeoning damage and is flung up to 30 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.


Greater Air Elemental

Huge elemental, unaligned


  • Armor Class 17
  • Hit Points 210 (20d12 + 80)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 24 (+7) 18 (+4) 6 (−2) 10 (+0) 6 (−2)

  • Damage Resistances lightning, thunder
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran
  • Challenge 13 (10,000 XP)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes three slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 17 Strength saving throw. On a failure, a target takes 22 (4d8 + 4) bludgeoning damage and is flung up to 40 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.



Elder Air Elemental

Huge elemental, unaligned


  • Armor Class 18
  • Hit Points 276 (24d12 + 120)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 26 (+8) 20 (+5) 6 (−2) 10 (+0) 6 (−2)

  • Damage Resistances lightning, thunder
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran
  • Challenge 17 (18,000 XP)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes four slam attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 19 Strength saving throw. On a failure, a target takes 23 (4d8 + 5) bludgeoning damage and is flung up to 50 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.


Small Earth Elemental

Small elemental, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 19 (3d6 + 9)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (−1) 16 (+3) 3 (−4) 10 (+0) 5 (−3)

  • Damage Vulnerabilities thunder
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages Terran
  • Challenge 1/2 (100 XP)

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.


Medium Earth Elemental

Medium elemental, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 51 (6d8 + 24)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (−1) 18 (+4) 5 (−3) 10 (+0) 5 (−3)

  • Damage Vulnerabilities thunder
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages Terran
  • Challenge 1 (200 XP)

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.


Huge Earth Elemental

Huge elemental, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 8 (−1) 22 (+6) 5 (−3) 10 (+0) 5 (−3)

  • Damage Vulnerabilities thunder
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages Terran
  • Challenge 9 (5,000 XP)

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.


Greater Earth Elemental

Huge elemental, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 270 (20d12 + 140)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 8 (−1) 24 (+7) 5 (−3) 10 (+0) 5 (−3)

  • Damage Vulnerabilities thunder
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages Terran
  • Challenge 13 (10,000 XP)

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes three slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.



Elder Earth Elemental

Huge elemental, unaligned


  • Armor Class 21 (natural armor)
  • Hit Points 348 (24d12 + 192)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 8 (−1) 26 (+8) 5 (−3) 10 (+0) 5 (−3)

  • Damage Vulnerabilities thunder
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages Terran
  • Challenge 17 (18,000 XP)

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes four slam attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.


Small Fire Elemental

Small elemental, unaligned


  • Armor Class 12
  • Hit Points 13 (3d6 + 3)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
6 (−2) 15 (+2) 12 (+1) 4 (−3) 10 (+0) 7 (−2)

  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 1/2 (100 XP)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.


Medium Fire Elemental

Medium elemental, unaligned


  • Armor Class 13
  • Hit Points 39 (6d8 + 12)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
8 (−1) 16 (+3) 14 (+2) 6 (−2) 10 (+0) 7 (−2)

  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 1 (200 XP)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.


Huge Fire Elemental

Huge elemental, unaligned


  • Armor Class 14
  • Hit Points 168 (16d12 + 64)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 18 (+4) 6 (−2) 10 (+0) 7 (−2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 9 (5,000 XP)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.


Greater Fire Elemental

Huge elemental, unaligned


  • Armor Class 15
  • Hit Points 230 (20d12 + 100)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 20 (+5) 6 (−2) 10 (+0) 7 (−2)

  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 13 (10,000 XP)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes three slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.


Elder Fire Elemental

Huge elemental, unaligned


  • Armor Class 16
  • Hit Points 300 (24d12 + 144)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 23 (+6) 22 (+6) 6 (−2) 10 (+0) 7 (−2)

  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 17 (18,000 XP)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes four slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.


Small Water Elemental

Small elemental, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 16 (3d6 + 6)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 3 (−4) 10 (+0) 8 (−1)

  • Damage Resistances acid
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan
  • Challenge 1/2 (100 XP)

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 12 Strength saving throw. On a failure, a target takes 5 (1d6 + 2) bludgeoning damage. If it is Small or smaller, it is also grappled (escape DC 12). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Small creature or up to two Tiny creatures at one time with this ability. At the start of each of the elemental's turns, each grappled target takes 5 (1d6 + 2) bludgeoning damage. As an action, a creature within 5 feet of the elemental can pull a creature or an object out of it by succeeding on a DC 12 Strength check.


Medium Water Elemental

Medium elemental, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 5 (−3) 10 (+0) 8 (−1)

  • Damage Resistances acid
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan
  • Challenge 1 (200 XP)

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 7 (1d8 + 3) bludgeoning damage. If it is Small or smaller, it is also grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Small creature or up to two Tiny creatures at one time with this ability. At the start of each of the elemental's turns, each grappled target takes 7 (1d8 + 3) bludgeoning damage. As an action, a creature within 5 feet of the elemental can pull a creature or an object out of it by succeeding on a DC 13 Strength check.


Huge Water Elemental

Huge elemental, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 184 (16d12 + 80)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 5 (−3) 10 (+0) 8 (−1)

  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan
  • Challenge 9 (5,000 XP)

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 17 Strength saving throw. On a failure, a target takes 18 (3d8 + 5) bludgeoning damage. If it is Small or smaller, it is also grappled (escape DC 17). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Small creature or up to two Tiny creatures at one time with this ability. At the start of each of the elemental's turns, each grappled target takes 18 (3d8 + 5) bludgeoning damage. As an action, a creature within 5 feet of the elemental can pull a creature or an object out of it by succeeding on a DC 17 Strength check.


Greater Water Elemental

Huge elemental, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 250 (20d12 + 120)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 22 (+6) 5 (−3) 10 (+0) 8 (−1)

  • Damage Resistances acid
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan
  • Challenge 13 (10,000 XP)

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes three slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 19 Strength saving throw. On a failure, a target takes 19 (3d8 + 6) bludgeoning damage. If it is Small or smaller, it is also grappled (escape DC 19). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Small creature or up to two Tiny creatures at one time with this ability. At the start of each of the elemental's turns, each grappled target takes 19 (3d8 + 6) bludgeoning damage. As an action, a creature within 5 feet of the elemental can pull a creature or an object out of it by succeeding on a DC 19 Strength check.


Elder Water Elemental

Huge elemental, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 324 (24d12 + 168)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 5 (−3) 10 (+0) 8 (−1)

  • Damage Resistances acid
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan
  • Challenge 17 (18,000 XP)

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes four slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 21 Strength saving throw. On a failure, a target takes 20 (3d8 + 7) bludgeoning damage. If it is Small or smaller, it is also grappled (escape DC 21). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Small creature or up to two Tiny creatures at one time with this ability. At the start of each of the elemental's turns, each grappled target takes 20 (3d8 + 7) bludgeoning damage. As an action, a creature within 5 feet of the elemental can pull a creature or an object out of it by succeeding on a DC 21 Strength check.

Ethereal Filcher

Ethereal Filchers are odd creatures which steal from passerby before disappearing into the ethereal plane. They can sense magic and particularly love to steal magical items.

Their CR is a bit higher than their statistics would suggest, as their primary mode of "attack" isn't hit point damage, but stealing valuable items. If for some reason encountered as a straightforward combatant and not a thief, treat the filcher's CR as 1/8 (25 XP).


Ethereal Filcher

Medium aberration, neutral


  • Armor Class 14
  • Hit Points 27 (6d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 11 (+0) 7 (−2) 12 (+1) 10 (+0)

  • Skills Perception +6, Sleight of Hand +8
  • Senses darkvision 60 ft., passive Perception 16
  • Languages
  • Challenge 1 (200 XP)

Ethereal Jaunt. As a bonus action, the filcher can magically shift from the Material Plane to the Ethereal Plane, or vice versa. If the filcher ends its turn on the ethereal plane, it returns to the material plane.

Sense Magic. The filcher senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

 

Ethereal Marauder

Reptilian creatures from another dimension, Ethereal Marauders live and hunt on the ethereal plane.

In 3.5e Ethereal Marauders were Magical Beasts, which have been largely absorbed into the "Monstrosity" type. However, being extraplanar creatures, it made more sense to give them a creature type which is affected by spells such as detect evil and good.


Ethereal Marauder

Medium aberration, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 18 (4d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 7 (−2) 12 (+1) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 1/4 (50 XP)

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Fiendish Creature

A fiendish creature is like a normal creature, but hails from the lower planes. This particular template is based on the fiendish spider from the Out of the Abyss adventure, and less so the actual Fiendish template from the 3.5e Monster Manual.

Fiendish Template

A creature with origins in the lower planes is similar to a member of that species from the Material Plane, with the following adjustments:


Immunities The creature is immune to poison damage and the poisoned condition.
Resistances The creature is resistant to cold, fire, and lightning damage.
Senses The creature gains darkvision with a radius of 60 ft.

Formian

Formians are ant-like outsiders from the planes of law. They come in five main types: Workers, Warriors, Taskmasters, Myrmarches, and Queens. There's no really good type in 5e for lawful-aligned outsiders; formians are living creatures, not constructs, and are neither good nor evil. Ultimately, I went with monstrosity, though you might choose to have spells such as protection from evil and good affect them as if they were celestials or fiends.

Workers are useless in combat but can heal and repair when in groups.

Warriors are the common foot soldiers of the formians.

Taskmasters have mental domination powers, and are always found with at least one dominated nonformian.

Myrmarches are the elite of formian society, combining martial prowess with spell-like abilities.

Queens are the immobile center of a formian hive with potent magical abilities.


Formian Worker

Small monstrosity, lawful neutral


  • Armor Class 14 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 9 (−1)

  • Damage Resistances fire, lightning, thunder
  • Damage Immunities cold, poison
  • Condition Immunities petrified, poisoned
  • Senses passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)

Hive Mind. If the formian is within 50 miles of a formian queen, it can communicate telepathically with any other formian within 50 miles of the same queen. Formians constantly and instantaneously communicate with each other through this hive mind. If at least one formian in a group is not surprised at the beginning of an encounter, none of them are, and if one formian can see a creature or object, all formians in that group act as if they can also see the creature.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

 
Healing and Repairing

Eight formian workers that are within 5 feet of a creature can heal it together. Each of the eight must use its action in the same round. When the eighth formian uses its action, the creature regains 16 (2d10 + 5) hit points.

Alternatively, three workers can work together to repair an object. Each of the eight must use its action in the same round. When the eighth formian uses its action, the formians cast the mending spell.


Formian Warrior

Medium monstrosity, lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

  • Damage Resistances fire, lightning, thunder
  • Damage Immunities cold, poison
  • Condition Immunities petrified, poisoned
  • Senses passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

Hive Mind. If the formian is within 50 miles of a formian queen, it can communicate telepathically with any other formian within 50 miles of the same queen. Formians constantly and instantaneously communicate with each other through this hive mind. If at least one formian in a group is not surprised at the beginning of an encounter, none of them are, and if one formian can see a creature or object, all formians in that group act as if they can also see the creature.

Actions

Multiattack. The formian makes two attacks: one with its bite and one with its sting.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


Formian Taskmaster

Medium monstrosity, lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 18 (+4)

  • Damage Resistances fire, lightning, thunder
  • Damage Immunities cold, poison
  • Condition Immunities petrified, poisoned
  • Senses passive Perception 13
  • Languages understands Common and Formian but can't speak, telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Hive Mind. If the formian is within 50 miles of a formian queen, it can communicate telepathically with any other formian within 50 miles of the same queen. Formians constantly and instantaneously communicate with each other through this hive mind. If at least one formian in a group is not surprised at the beginning of an encounter, none of them are, and if one formian can see a creature or object, all formians in that group act as if they can also see the creature.

Actions

Multiattack. The formian makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Enlist. The formian targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically charmed by the formian until the formian dies or until it is on a different plane of existence from the target. The charmed target is under the formian's control and can't take reactions, and the formian and target can communicate telepathically with each other over any distance.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to the formian's Enlist for the next 24 hours.


Formian Myrmarch

Large monstrosity, lawful neutral


  • Armor Class 16 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 16 (+3)

  • Damage Resistances fire, lightning, thunder
  • Damage Immunities cold, poison
  • Condition Immunities petrified, poisoned
  • Senses passive Perception 13
  • Languages Common, Formian
  • Challenge 7 (2,900 XP)

Hive Mind. If the formian is within 50 miles of a formian queen, it can communicate telepathically with any other formian within 50 miles of the same queen. Formians constantly and instantaneously communicate with each other through this hive mind. If at least one formian in a group is not surprised at the beginning of an encounter, none of them are, and if one formian can see a creature or object, all formians in that group act as if they can also see the creature.

Innate Spellcasting. The formian's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: charm monster, clairvoyance, detect evil and good, detect thoughts, teleport
1/day each: divine word

Actions

Multiattack. The formian makes two attacks: one with its bite and one with its sting. It can make a javelin attack in place of any melee attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 28 (8d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.



Formian Queen

Large monstrosity, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 252 (24d10 + 120)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
1 (−5) 1 (−5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)

  • Damage Resistances fire, lightning, thunder
  • Damage Immunities cold, poison
  • Condition Immunities petrified, poisoned
  • Senses truesight 60 ft., passive Perception 15
  • Languages Common, Formian, telepathy 50 miles
  • Challenge 17 (18,000 XP)

Hive Mind. The formian queen can communicate with any formian within 50 miles. Formians constantly and instantaneously communicate with each other through this hive mind. If at least one formian in a group is not surprised at the beginning of an encounter, none of them are, and if one formian can see a creature or object, all formians in that group act as if they can also see the creature.

Innate Spellcasting. The formian's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:

At will: charm monster, clairvoyance, detect evil and good, detect thoughts
3/day each: divination, divine word, hold monster

Spellcasting. The formian is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips: dancing lights, friends, mage hand, mending, minor illusion, ray of frost
1st level (4 slots): comprehend languages, identify, shield
2nd level (3 slots): invisibility, scorching ray
3rd level (3 slots): counterspell, slow
4th level (3 slots): confusion, stoneskin
5th level (2 slots): cone of cold, insect plague
6th level (1 slots): globe of invulnerability
7th level (1 slots): teleport
8th level (1 slots): power word stun

Legendary Actions

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

Cantrip. The queen casts a cantrip.

Cast Spell (Costs 1-3 Actions). The queen uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.

Frost Worm

The frost worm is a giant white worm that generates intense cold. They can emit a trill that stuns prey, and also has a breath weapon of cold. When the frost worm dies, it explodes in a blast of ice shards.


Frost Worm

Huge monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 2 (−4) 11 (+0) 11 (+0)

  • Damage Vulnerabilities fire
  • Damage Immunities cold
  • Senses passive Perception 10
  • Languages
  • Challenge 11 (7,200 XP)

Death Throes. When the frost worm dies, it turns to ice and explodes. Each creature within 90 feet must make a DC 17 Dexterity saving throw, taking 28 (8d6) cold damage and 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.

Frigid Body. A creature that touches the frost worm takes 7 (2d6) cold damage (included in the frost worm's bite attack).

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) piercing damage plus 7 (2d6) cold damage.

Cold Breath (Recharges after a Short or Long Rest). The frost worm exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one. A creature stunned by the frost worm's Trill automatically fails the saving throw.

Trill. The frost worm emits a high-pitched noise that forces prey to stand motionless. Each non-frost worm creature within 90 feet of the frost worm that can hear the noise must succeed on a DC 17 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the frost worm's Trill for the next 24 hours.

 
Variant: Kapoacinth Gargoyles

Some gargoyles dwell underwater and are especially acclimated to that environment. These kapoacinths, are they are called, have the statistics of a normal gargoyle but have a swim speed of 60 feet and cannot fly.

Genie, Janni

Jann are the weakest of the genies, that are formed from all four elements and dwell on the material plane. They can change the size of both other creatures and themselves, can turn invisible, and can speak to animals.


Janni

Medium elemental, neutral


  • Armor Class 16 (chainmail)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 15 (+2) 15 (+2) 13 (+1)

  • Damage Resistances fire
  • Senses passive Perception 12
  • Languages Abyssal, Celestial, Common, Infernal, Primordial, telepathy 120 ft.
  • Challenge 2 (450 XP)

Innate Spellcasting. The janni's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

3/day each: invisibility (self only), speak with animals
1/day each: create food and water, plane shift

Actions

Multiattack. The Janni makes two weapon attacks.

Change Size (2/Day). The janni can magically increase or decrease the size of a humanoid or jann within 30 feet for 1 minute. The creature can make a DC 11 Constitution saving throw to resist the change on a successful save. The jann doubles damage dice on Strength-based weapon attacks, instead of the usual damage increase.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, or 10 (2d6 + 3) slashing damage while enlarged.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Jann on Other Planes

Jann can survive the inherent hazards of an elemental plane for up to 48 hours, before they begin to wither away due to the imbalance of elemental forces. After residing on an elemental plane for 48 hours, the janni can no longer regain hit points, and the janni's hit point maximum decreases by 1 every hour.

Ghost

The 3.5e Monster Manual presents a more open-ended interpreation of the ghost. Instead of a catch-all statblock, the ghost might have any of a number of special attacks from a sort of master list.

A ghost might not have the Withering Touch, Horrifying Visage, or Possession action options, and might have any of the following attack options:


Draining Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and one of the target's ability scores (the ghost's choice) is reduced by 1d4. The target dies if this reduces any of their ability scores to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.


Frightful Moan. The ghost emits a frightful moan. Each non-undead creature within 30 feet of the ghost must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target must take the Dash action and move away from the ghost by the safest available route on each of its turns. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ghost's Frightful Moan for the next 24 hours.


Telekinetic Thrust. The ghost targets a creature or unattended objcet within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.

If the target is a creature, the ghost makes a Charisma check contested by the target's Strength check. If the ghost wins the contest, the ghost hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.

If the target is an object that isn't being worn or carried, the ghost hurls it up to 30 feet in any direction. The ghost can use the object as a ranged weapon, attacking one creature along the object's path (+5 to hit) and dealing 8 (2d4 + 3) bludgeoning damage on a hit.

 

A ghost may also have one or more of the following traits, which might affect the ghost's challenge rating:


Corrupting Gaze. If a creature starts its turn within 30 feet of the ghost and the two of them can see each other, the ghost can force the creature to make a DC 13 Constitution saving throw if the ghost isn't incapacitated. The creature takes 11 (2d10) necrotic damage on a failed save.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the ghost until the start of its next turn, when it can avert its eyes again. If it looks at the ghost in the meantime, it must immediately make the save.


Spectral Deflection. The AC of the ghost includes its Charisma bonus.

Giant, Frost

Frost giants are chaotic evil, not neutral evil. Rarely, a frost giant Jarl of great martial prowess will swear dark oaths, becoming a blackguard. These wicked marshals lead frost giant tribes on great pillages and drive their peers to ever greater acts of cruelty and destruction.


Frost Giant Jarl

Huge giant, chaotic evil


  • Armor Class 18 (plate)
  • Hit Points 250 (20d12 + 120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 9 (−1) 23 (+6) 13 (+1) 10 (+0) 18 (+4)

  • Saving Throws Con +12, Wis +6, Cha +10
  • Skills Athletics +13, Perception +6
  • Damage Immunities cold
  • Senses passive Perception 16
  • Languages Abyssal, Giant
  • Challenge 17 (18,000 XP)

Spellcasting. The giant is an 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The giant has the following paladin spells prepared:

1st level (4 slots): command, divine favor, hellish rebuke (2d10 cold damage), wrathful smite
2nd level (2 slots): branding smite, darkness, magic weapon

Actions

Multiattack. The giant makes four greataxe attacks.

Greataxe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage plus 7 (2d6) cold damage.

Variant: Legendary Jarl

If you want the frost giant jarl to play better as a solo encounter, you might make the following adjustments to its statblock:

  • The giant has a challenge rating of 19 (22,000 XP)
  • When the giant uses the Multiattack action, it only attacks twice with its greataxe.
  • If the giant fails a saving throw, it can choose to succeed instead three times per day.

Legendary Actions

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

Attack. The giant makes one attack with its greataxe

Hurl Rock (Costs 2 Actions). The giant makes one attack with a rock.

Variant: Stone Giant Elder

Some stone giants can cast a small number of stone-related spells innately. These giants have Charisma scores of 15 (+2) and the following trait:

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:


At will: magic stone
1/day each: stone shape, transmute rock

Golem

In 3.5e golems are not merely resistant to magic but are immune to all but a handful of spells, which have special effects depending on the golem. You might decide to give a golem the following trait:


Magic Immunity. The golem can't be affected or detected by spells unless it wishes to be. It has advantage on saving throw against all other magical effects. Certain spells function differently against the golem.

 

Clay Golem.

  • A move earth spell can target the golem instead of an area of terrain, dealing 19 (3d12) bludgeoning damage and pushing the golem 120 feet away from the caster.
  • A disintegrate spell deals 6 (1d12) force damage, and for the next 3 rounds the golem is slowed and can't take reactions, its speed is halved, it can't make more than one attack on its turn, and it can take either an action or a bonus action on its turn, but not both. If the golem uses its Haste ability, the slowing effect ends but the golem does not get the usual benefits of being hasted.
  • An earthquake spell can target the golem instead of a point, and instead of its usual effect deals 32 (5d12) bludgeoning damage to the golem, and the golem's speed becomes 0 until the end of its next turn.

Flesh Golem.

  • If the golem would take magical cold or fire damage, it instead takes no damage but is slowed for the next 3 rounds and can't take reactions, its speed is halved, it can't make more than one attack on its turn, and it can take either an action or a bonus action on its turn, but not both.

Iron Golem.

  • If the golem would take magical lightning damage, it instead takes no damage but is slowed for the next 3 rounds and can't take reactions, its speed is halved, it can't make more than one attack on its turn, and it can take either an action or a bonus action on its turn, but not both.

Stone Golem.

  • The Transmute Rock to Mud effect of the transmute rock spell slows the golem for the next 3 rounds and it can't take reactions, its speed is halved, it can't make more than one attack on its turn, and it can take either an action or a bonus action on its turn, but not both.
  • The Transmute Mud to Rock effect of the transmute rock spell causes the golem to regain 39 (6d12) hit points.

Golem, Greater Stone

Some stone golems are created larger than normal. These greater stone golems are otherwise identical to normal stone golems: just bigger, tougher, and stronger.


Greater Stone Golem

Huge construct, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 310 (23d12 + 161)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 9 (−1) 24 (+7) 3 (−4) 11 (+0) 1 (−5)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 16 (15,000 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage.

Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 20 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Grey Render

Gray renders are hulking, primitive, but dimly intelligent predators. Their most iconic trait is their tendency to "adopt" other creatures or groups of creatures, protecting them with its life.


Gray Render

Large monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 150 (12d10 + 84)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 24 (+7) 6 (−2) 12 (+1) 8 (−1)

  • Skills Perception +7
  • Senses darkvision 60 ft., passive Perception 17
  • Languages
  • Challenge 6 (2,300 XP)

Keen Smell. The gray render has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Reactions

Protect. The grey render imposes disadvantage on one melee attack that targets a creature within 5 feet of the render.

Guardinals

The guardinals are a race of zoomorphic celestials that epitomize the neutral good alignment. The two most common types of guardinals are the Avorals and the Leonals.

I cut down the Avoral's Innate Spellcasting a bit, since monsters - especially not ones of this CR - usually don't get that many spells in 5e. I also just straight dropped its fear aura; it just wasn't really all that defining of an ability, especially for such a weak monster, and fear auras and such are complicated to run.


Avoral

Medium celestial, neutral good


  • Armor Class 16
  • Hit Points 76 (9d8 + 36)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
15 (+2) 23 (+6) 18 (+4) 16 (+3) 16 (+3) 16 (+3)

  • Skills Perception +7
  • Damage Resistances cold, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities lightning
  • Condition Immunities petrified
  • Senses truesight 60 ft., passive Perception 17
  • Languages all
  • Challenge 6 (2,300 XP)

Innate Spellcasting. The avoral's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: blur, command, detect magic, dimension door, gust of wind, hold person, light, magic missile, speak with animals
3/day: dispel magic, lightning bolt

Keen Sight. The avoral has advantage on Wisdom (Perception) checks that rely on sight.

Lay on Hands. The avoral has a pool of 76 hit points of healing energy that replenishes when the avoral takes a long rest. As an action, the avoral can touch a creature within 5 feet and restore a number of hit points up to the remaining amount in the pool.

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

Actions

Multiattack. The avoral makes two attacks with its wings.

Wing. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.


Leonal

Medium celestial, neutral good


  • Armor Class 17 (natural armor)
  • Hit Points 133 (14d8 + 70)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 20 (+5) 14 (+2) 14 (+2) 14 (+2)

  • Damage Resistances cold, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities lightning
  • Condition Immunities petrified
  • Senses truesight 60 ft., passive Perception 12
  • Languages all
  • Challenge 9 (5,000 XP)

Innate Spellcasting. The leonal's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: detect thoughts, fireball, hold monster, speak with animals, wall of force
3/day each: cure wounds (4d8 + 2), lesser restoration, protection from poison
1/day: heal

Lay on Hands. The leonal has a pool of 133 hit points of healing energy that replenishes when the leonal takes a long rest. As an action, the leonal can touch a creature within 5 feet and restore a number of hit points up to the remaining amount in the pool.

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

Protective Aura. Creatures within 20 feet of the leonal (including the leonal itself) have advantage on saving throws against the spells and effects of evil creatures, and evil creatures have disadvantage on attack rolls against them.

Actions

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

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Holy Roar. The leonal emits a magical roar in a 60-foot cone. Each evil creature in the area must succeed on a DC 14 Charisma saving throw or be blinded and deafened for 1 minute. If the save fails by 5 or more, the evil creature drops to 0 hit points. A fiend that fails its save is forced back to its plane of origin and can't return for 24 hours by any means short of a wish spell.

Half-Celestial

So, there's a few directions I could have gone with this one. In 5e, Half-Dragon is a template, but the Half-Fiend, the Cambion, is a standalone creature. Ultimately I decided to go with the latter, for three main reasons. One, to serve as an opposite for the Cambion; two, because templates granting incremental bonuses isn't really a thing in 5e and Half-Celestials don't really get a big, flashy attack like a dragon's breath weapon; and three, because the half-celestial's main feature, its spell-like abilities, is mostly composed of alignment-dependent spells that were scrapped in 5e (plus, finding a way to grant only certain spells to certain power levels of half-celestials would be a pain).


Half-Celestial

Medium celestial, any good alignment


  • Armor Class 20 (plate, shield)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 12 (+1) 16 (+3) 16 (+3)

  • Saving Throws Str +7, Con +7, Wis +6, Cha +6
  • Skills Insight +6, Perception +6, Persuasion +6, Religion +4
  • Damage Resistances acid, cold, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Celestial, Common
  • Challenge 7 (2,900 XP)

Innate Spellcasting. The half-celestial's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

3/day each: bless, calm emotions, detect evil and good
1/day: plane shift (self only)

Actions

Multiattack. The half-celestial makes two attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used in two hands, plus 9 (2d8) radiant damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) radiant damage.

Healing Touch (1/Day). The half-celestial touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Harpy Archer

Some harpies take a more martial bent, mastering the use of the bow. These harpies often serve as leaders in communities, and are significantly tougher than the average harpy.


Harpy Archer

Medium monstrosity, chaotic evil


  • Armor Class 15 (studded leather)
  • Hit Points 91 (14d8 + 28)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 7 (−2) 10 (+0) 13 (+1)

  • Senses passive Perception 10
  • Languages Common
  • Challenge 5 (1,800 XP)

Archer's Eye (3/Day). As a bonus action, the harpy can add 1d10 to its next attack or damage roll with a longbow.

Actions

Multiattack. The harpy makes four attacks with its longbow.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, the target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.

Hell Hound, Nessian Warhound

Hell Hounds trained in the deepest pits of hell are larger and stronger than ordinary hell hounds. I tried to fit this into a "make the following changes to the hell hound's statblock..." kind of thing, but with ability score and size changes and all that a separate statblock seemed warranted.


Nessian Warhound

Large fiend, lawful evil


  • Armor Class 17 (+1 chain mail barding)
  • Hit Points 133 (14d10 + 56)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 18 (+4) 6 (−2) 13 (+1) 6 (−2)

  • Skills Perception +7
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 17
  • Languages understands Infernal but can't speak it
  • Challenge 7 (2,900 XP)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 14 (4d6) fire damage.

Fire Breath (Recharge 5-6). The hound exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

 

Howler

Howlers are gaunt canine creatures covered in spines, that hail from the plane of Pandemonium. In 3.5e the number of quills used per round was 1d4, but I decided to set it to a flat 2. In 3.5e the Howler's howl slowly drains Wisdom (at a rate of 1/hour). Since ability damage is rarely used in 5e, I decided to convert to to levels of exhaustion to mimic the effect.


Howler

Large fiend, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 15 (+2) 6 (−2) 14 (+2) 8 (−1)

  • Skills Perception +6, Stealth +5
  • Senses darkvision 60 ft., passive Perception 16
  • Languages understands Abyssal but can't speak it
  • Challenge 2 (450 XP)

Keen Hearing. The howler has advantage on Wisdom (Perception) checks that rely on hearing.

Pack Tactics. The howler has advantage on an attack roll against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The howler makes three attacks: one with its bite and two with its quills.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Quill. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and if the target is a creature it must succeed on a DC 14 Dexterity saving throw or the quill breaks off in the target's flesh. A creature takes a cumulative −1 penalty on attack rolls, saving throws, and ability checks per quill. A creature can use their action to remove a quill, but must succeed on a DC 14 Wisdom (Medicine) check or the creature takes an additional 3 (1d6) damage.

Hydra

In 5e, hydras work much differently mechanically than those in 3.5e but the result is mostly the same: you cut off the heads and burn the stumps or the hydra will just regenerate the damage you deal almost as fast as you can deal it. The difference is that in 3.5e you have to specifically target the heads, while in 5e a head just dies for every 25 damage dealt to the hydra. I'm not gonna argue which method is better, but what I'm also not gonna do is try to convert the 3.5e method to 5e.

Aside from that, hydras were given a significant power boost upon conversion to 5e. In 3.5e there were several hydra statblocks with increasing numbers of heads, and the one in 5e, despite having the lowest number of heads (5), has more hit points than even the largest hydra (12 heads) in 3.5e.

There's two ways to go about bringing 6- to 12-headed hydras into 5e: to make a new lower-CR five-headed hydra statblock, or to make the 6+-head statblocks 4 CR higher than they are in 3.5e. I decided to do a little bit of both: the 6+-head hydras use the 5e hydra as a baseline, but I've also introduced a CR 4 "lesser" 5-headed hydra so they can be introduced to lower-level parties; I've named it the "Lernean" Hydra, for no real reason other than it sounding cooler than just "lesser hydra". The many-headed hydras tend to be a lot more powerful than those in the 3.5e monster manual; if a conversion is ever necessary for an adventure or such, I would advise using a hydra with a similar CR rather than a similar number of heads.

The 5e MM Hydra doesn't seem to take any regeneration into account with its CR, so I didn't do it here either.

You might decide that acid damage also prevents a hydra from regenerating heads.

 
Legendary Hydras

You might decide to give a hydra a number of legendary actions it can use to make bite attacks, and subtract the number of legendary actions from the number of attacks it can make with its Multiattack action option. The hydra should lose these legendary actions before losing attacks from its Multiattack action when one of its heads dies.


Lernean Hydra

Huge Monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 57 (5d12 + 25)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 4 (450 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 10 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 4 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage.


Six-Headed Hydra

Huge Monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2)

  • Skills Perception +8
  • Senses darkvision 60 ft., passive Perception 18
  • Languages
  • Challenge 9 (5,000 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has six heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

 

Seven-Headed Hydra

Huge Monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 218 (19d12 + 95)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2)

  • Skills Perception +8
  • Senses darkvision 60 ft., passive Perception 18
  • Languages
  • Challenge 11 (7,200 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has seven heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage.


Eight-Headed Hydra

Huge Monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 241 (21d12 + 105)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2)

  • Skills Perception +10
  • Senses darkvision 60 ft., passive Perception 20
  • Languages
  • Challenge 13 (10,000 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has eight heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage.


Nine-Headed Hydra

Huge Monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 264 (23d12 + 115)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2)

  • Skills Perception +10
  • Senses darkvision 60 ft., passive Perception 20
  • Languages
  • Challenge 15 (13,000 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has nine heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

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


Ten-Headed Hydra

Huge Monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 287 (25d12 + 125)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2)

  • Skills Perception +12
  • Senses darkvision 60 ft., passive Perception 22
  • Languages
  • Challenge 17 (18,000 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has ten heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage.


Eleven-Headed Hydra

Huge Monstrosity, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 310 (27d12 + 135)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2)

  • Skills Perception +12
  • Senses darkvision 60 ft., passive Perception 22
  • Languages
  • Challenge 19 (22,000 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has eleven heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8) piercing damage.


Twelve-Headed Hydra

Huge Monstrosity, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 333 (29d12 + 145)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2)

  • Skills Perception +14
  • Senses darkvision 60 ft., passive Perception 24
  • Languages
  • Challenge 21 (33,000 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has twelve heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8) piercing damage.

 

Hydra, Pyro- and Cryo-

Pyro- and Cryo-Hydras are like ordinary hydras, except they are resistant to either fire or cold damage and can breathe jets of fire or frost.


A pyrohydra is resistant to fire damage and has the following action options. The save DC for the Fire Jet is equal to 13 + the hydra's proficiency bonus.


Multiattack. The hydra makes as many bite attacks as it has heads. It can use a Flame Jet in place of a bite attack.


Flame Jet (Recharge 5-6 per Head). The hydra exhales flame in a 20-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.


A cryohydra is resistant to cold damage and has the following action options. The save DC for the Frost Jet is equal to 13 + the hydra's proficiency bonus.


Multiattack. The hydra makes as many bite attacks as it has heads. It can use a Frost Jet in place of a bite attack.


Frost Jet (Recharge 5-6 per Head). The hydra exhales frost in a 20-foot line that is 10 feet wide. Each creature in that line must make a Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one.

Inevitable

The inevitables are constructs from the plane of Mechanus. Each variety is designed find and punish a certain kind of transgression. Kolyaruts hunt down those who break bargains and oaths; Maruts those who cheat death; and Zelekhuts those who flee justice.


Kolyarut

Medium construct, lawful neutral


  • Armor Class 17 (half plate)
  • Hit Points 123 (19d8 + 38)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 17 (+3) 17 (+3)

  • Skills Insight +6, Perception +6, Persuasion +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Abyssal, Celestial, Infernal, the native language of its first target
  • Challenge 7 (2,900 XP)

Innate Spellcasting. The kolyarut's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: disguise self, fear, hold person, invisibility, locate creature, suggestion, zone of truth
1/day: hold monster
1/week: geas

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

Regeneration. The kolyarut regains 5 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The kolyarut makes three melee attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 4) slashing damage if used in two hands.

Vampiric Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage. The kolyarut regains hit points equal to half the damage dealt.

Enervation Ray. Ranged Spell Attack: +6 to hit, range 200 ft., one target. Hit: 36 (8d8) necrotic damage. The kolyarut regains hit points equal to half the damage dealt.

 

Marut

Large construct, lawful neutral


  • Armor Class 18 (plate)
  • Hit Points 220 (21d10 + 105)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 20 (+5) 12 (+1) 17 (+3) 18 (+4)

  • Skills Perception +11
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses truesight 60 ft., passive Perception 21
  • Languages Abyssal, Celestial, Infernal, the native language of its first target
  • Challenge 12 (8,400 XP)

Innate Spellcasting. The marut's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: command, dimension door, dispel magic, fear, fly, locate creature
1/day: chain lightning, circle of death, wall of force
1/week: geas, plane shift (self only)

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

Regeneration. The marut regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The marut makes two attacks: one with its Thunder Fist and one with its Lightning Fist.

Thunder Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 19 Constitution saving throw or be deafened until the end of the target's next turn.

Lightning Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 10 (3d6) lightning damage, and the target must succeed on a DC 19 Constitution saving throw or be blinded until the end of the target's next turn.


Zelekhut

Large construct, lawful neutral


  • Armor Class 18 (plate barding)
  • Hit Points 85 (10d10 + 30)
  • Speed 60 ft., fly 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 16 (+3) 10 (+0) 17 (+3) 15 (+2)

  • Skills Insight +6, Perception +6, Search +3
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses truesight 60 ft., passive Perception 16
  • Languages Abyssal, Celestial, Infernal, the native language of its first target
  • Challenge 6 (2,300 XP)

Innate Spellcasting. The zelekhut's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: clairvoyance, dispel magic, fear, hold person, locate creature
3/day: hold monster
1/week: geas

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

Regeneration. The zelekhut regains 5 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The zelekhut attacks twice with its spiked chains.

Spiked Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (4d4 + 5) slashing damage plus 3 (1d6) lightning damage.

 

Krenshar

Krenshar are hyena-like creatures that can pull the skin back from its head, revealing muscles and the bones of its skulls to scare enemies.


Krenshar

Medium monstrosity, neutral


  • Armor Class 11
  • Hit Points 13 (3d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 6 (−2) 12 (+1) 13 (+1)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge ~1 (2,300 XP)

Pack Tactics. The krenshar has advantage on an attack roll against a creature if at least one of the krenshar's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (1d6 + 2) piercing damage.

Scare. The krenshar pulls the skin back from its face, revealing its skull and screeching loudly. One creature of the krenshar's choice within 30 feet of the krenshar must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the target's next turn. While frightened, the creature must take the Dash action on its turn to move as far away from the krenshar as it can.

Lammasu

Lammasus are good, noble creatures that resemble winged lions with the face of a man. They have various divine abilities but otherwise fight like lions. Given their various divine abilities and the fact that celestials are so rare in 5e, I decided to give them the celestial type; if you disagree with this change, it's a simple change back to make.


Lammasu

Large celestial, lawful good


  • Armor Class 14 (natural armor)
  • Hit Points 76 (9d10 + 27)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 17 (+3) 16 (+3) 17 (+3) 14 (+2)

  • Skills Arcana +6, Insight +6, Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Celestial, Common, Draconic
  • Challenge 5 (1,800 XP)

Innate Spellcasting. The lammasu's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

2/day: greater invisibility (self only)
1/day: dimension door

Spellcasting. The lammasu is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14). The lammasu has the following cleric spells prepared:

Cantrips: guidance, light, sacred flame, thaumaturgy
1st level (4 slots): bless, cure wounds, detect evil and good, protection from evil and good
2nd level (3 slots): aid, enhance ability, lesser restoration
3rd level (3 slots): daylight, dispel magic
4th level (1 slots): banishment

Actions

Multiattack. The lammasu attacks twice with its claws.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Fire Breath (1/Day). The lammasu exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.

 
Variant: Golden Protector

A golden protector is the offspring of a lammasu and a gold dragon. It is an ordinary lammasu with a challenge rating of 6 (2,300 XP) the following adjustments to its statblock:

  • The golden protector has blindsight with a radius of 10 feet.
  • The golden protector is resistant to acid, cold, fire, lightning, and radiant damage.
  • The golden protector's Fire Breath recharges on a roll of 5-6 on a d6.

Lich

A lich is an undead spellcaster with a phylactery that contains their soul and regrows their body in case of death. In 5e, a lich is always a Wizard capable of casting imprisonment, a 9th-level spell.

However, in 3.5e liches work a little bit differently. Firstly, a lich can be of any spellcasting class, not merely a wizard. Cleric liches are quite common. Bards less so, but still possible. Secondly, the lich need only be an 11th-level spellcaster, not a 17th-level one (due to how half-casters are handled in 3.5e means that a Paladin or Ranger would need to be 22nd-level, though, making Ranger-liches improbable).

The statblock for Tarul Var in Tales of the Yawning Portal is an example of such a lich converted to 5e, though Var is a 12th-level Conjurer.

I decided to create an 11th-level Wizard Lich to mirror the lich in the 3.5e Monster Manual, with a Cleric variant that can be applied to the previous statblock.

Following the CR guidelines in the DMG resulted in a lower CR than Tarul Var even though this lich has higher damage output, which seems about right considering how inappropriately high the 5e MM lich's CR is. I just set it at 13 - the same as Var - and called it a day.


You might decide to give the lich resistance to even magical piercing and slashing damage, to mimic their very specific DR 15/bludgeoning and magic trait. In addition, you might give liches the following trait:


Immutable Form. The lich is immune to any spell or effect that would alter its form unless it is willing.


Lich Mage

Medium undead, any evil alignment


  • Armor Class 16 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 19 (+4) 14 (+2) 16 (+3)

  • Saving Throws Con +8, Int +9, Wis +7
  • Skills Arcana +9, History +9, Insight +7, Perception +7
  • Damage Resistances cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Common plus up to four other languages
  • Challenge 13 (10,000 XP)

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The lich is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips: fire bolt, mage hand, minor illusion, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): mirror image, scorching ray, web
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): dimension door, ice storm
5th level (2 slots): cone of cold, scrying
6th level (1 slots): disintegrate

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Legendary Actions

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

Cantrip. The lich casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The lich uses Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

Variant: Lich Priest

Some liches practice divine magic instead of arcane. Such a lich has 19 (+4) Wisdom, +9 to Wisdom saving throws, +9 to Insight and Perception checks, a passive Perception score of 19, and replaces their Spellcasting trait with the following:


Spellcasting. The lich is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:


Cantrips: chill touch, guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane, command, detect magic, inflict wounds
2nd level (3 slots): blindness/deafness, hold person, silence
3rd level (3 slots): animate dead, bestow curse, dispel magic
4th level (3 slots): death ward, guardian of faith
5th level (2 slots): insect plague, scrying
6th level (1 slots): harm