Allip
Meduim Undead, Lawful Evil
Armor Class 13
Hit Points 40(9d8)
Speed 0ft., Fly 40ft.(hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 17 (+3) | 10 (+0) | 17 (+3) | 15 (+21) | 16 (+3) |
Saving Throws Int +6, Wis +5
Skills Perception +5, Stealth +6
Damage Resistances Acid, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses darkvision 60 ft., Passive Perception 15
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Profiency Bonus +3
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
Maddening Touch Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
Whispers of Madness The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect.
Howling Babble (Recharge 6) Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect.
Environment: Mountain
Source: MM, page 12. Also found in PotA; SKT; ToA; EGW; IDRotF.
Cultist
Medium humanoid (any race), any non-good alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 12 (+1) | 10 (0) | 10 (+0) | 11 (0) | 10(0) |
Skills Deception +2, Religion +2
Senses Passive Perception 10
Languages any one language (usually Common)
Challenge 1/8(25 XP)
Proficiency Bonus (PB) +2
Dark Devotion The cultist has advantage on saving throws against being charmed or frightened.
Actions
Scimitar Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Source: MM, page 345. Also found in CoS; HotDQ; LMoP; PotA; RoT; SKT; WDH; WDMM; GoS; DC; DIP; SLW; BGDIA; RMBRE; IMR; EGW; MOT; IDRotF; CM. Available in the SRD.
Deathlock
Medium Undead, Lawful Evil
Armor Class 12 (15 with mage armor) Hit Points 36 (8d8) Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 10 (+0) | 14 (+2) | 12 (+1) | 16 (+3) |
Saving Throws Int +4, Cha +5
Skills Arcana +4, History +4
Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Those known in life Challenge 4 (1,100 XP)
Proficiency Bonus (PB) +2
Innate Spellcasting The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: Detect Magic, Disguise Self, Mage Armor
Spellcasting The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): Chill Touch, Eldritch Blast, Mage Hand 1st-3rd level (2 3rd-level slots): Arms of Hadar, Dispel Magic, Hold Person, Hunger of Hadar, Invisibility, Spider Climb
Turn Resistance The deathlock has advantage on saving throws against any effect that turns undead.
Actions
Turnbuckle Roll. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Patron-Specific Spells
You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
Archfey patron: Blink, Faerie Fire, Hunger of Hadar, Hypnotic Pattern, Phantasmal Force, Sleep
Fiend patron: Blindness/Deafness, Burning Hands, Command, Fireball, Hellish Rebuke, Scorching Ray
Great Old One patron: Armor of Agathys, Detect Thoughts, Dissonant Whispers, Hunger of Hadar, Tasha's Hideous laughter, Phantasmal Force
Environment: Urban
Source: MTF, page 128
Deathlock Mastermind
Medium Undead, Lawful Evil
Armor Class 13 (16 with mage armor)
Hit Points 110 (20d8 + 20)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 17 (+3) |
Saving Throws Int +5, Cha +6
Skills Arcana +5, History +5, Perception +4
Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 120 ft. (including magical darkness), Passive Perception 14
Languages Those known in life
Challenge 8(3,900 XP)
Proficiency Bonus (PB) +3
Innate Spellcasting The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: Detect Magic, Disguise Self, Mage Armor
Spellcasting The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): Chill Touch, Mage Hand, Minor Illusion, Poison Spray
1st-5th level (2 5th-level slots): Arms of Hadar, Blight, Counterspell, Crown of Madness, Darkness, Dimension Door, Dispel Magic, Fly, Hold Monster, Invisibility
Turn Resistance The deathlock has advantage on saving throws against any effect that turns undead.
Actions
Deathly Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) necrotic damage).
Grave Bolts Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
Patron-Specific Spells
You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
Archfey patron: Blink, Dominate Beast, Dominate Person, Faerie Fire, Greater Invisibility, Hunger of Hadar, Hypnotic Pattern, Phantasmal Force, Seeming, Sleep
Fiend patron: Blindness/Deafness, Burning Hands, Command, Fire Shield, Fireball, Flame Strike, Hellish Rebuke, Scorching Ray, Stinking Cloud, Wall of Fire
Great Old One patron: Clairvoyance, Detect Thoughts, Dissonant Whispers, Dominate Person, Evard's Black Tentacles, Hunger of Hadar, Phantasmal Force, Sending, Tasha's Hideous Laughter, Telekinesis
Environment: Urban
Source: MTF, page 129. Also found in SDW.
Deathlock Wight
Medium Undead, Lawful Evil
Armor Class 12 (15 with mage armor)
Hit Points 37 (5d8 + 15)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (+0) | 20 (+5) | 5 (-2) | 12 (+1) | 7 (-1) | 8 (-1) |
Saving Throws Wis +4
Skills Arcana +3, Perception +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 3 (700 XP)
Innate Spellcasting The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
At will: detect magic, disguise self, mage armor
1/day each: fear, hold person, misty step
Sunlight Sensitivity While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack The wight attacks twice with Grave Bolt.
Grave Bolt Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Life Drain Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Source: MTF, page 129. Also found in TftYP, page 233.
Drow
Medium humanoid (elf), neutral evil
Armor Class 15 (chain shirt)
Hit Points 15 (3d8+2)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) | 11 (+0) | 13 (+2) |
Skills Perception +2, Stealth +4
Senses Darkvision 120 ft., Passive Perception 12
Languages Elvish, Undercommon
Challenge 1/4 (50 XP)
Proficiency Bounus +2
Fey Ancestry The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights. 1/day each: darkness, faerie fire
Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Variant: Drow Magic Armor and Weapons
Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.
Environment: Underdark
Source: MM, page 128. Also found in TftYP; WDH; WDMM; DC; DIP; BGDIA; EGW; CM. Available in the SRD.
Drow Mage
Medium humanoid (elf), neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 45(10d8+4)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 10 (+0) | 17 (+3) | 13 (+1) | 12 (+1) |
Skills Arcana +6, Deception +4, Perception +4, Stealth +5
Senses Darkvision 120 ft., Passive Perception 14
Languages Elvish, Undercommon
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Fey Ancestry The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
1st level (4 slots): mage armor, magic missile, shield, witch bolt
2nd level (3 slots): alter self, misty step, web
3rd level (3 slots): fly, lightning bolt
4th level (3 slots): Evard's black tentacles, greater invisibility
5th level (2 slots): cloudkill
Sunlight Sensitivity While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Staff Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.
Summon Demon (1/Day) The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Earth Elemental Myrmidon
Medium elemental, neutral
Armor Class 18 (plate armor)
Hit Points 127 (17d8 + 51)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 17 (+3) | 8 (-1) | 10 (+0) | 10 (+0) |
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages Terran, one language of its creator's choice
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Magic Weapons The myrmidon's weapon attacks are magical.
Actions
Multiattack The myrmidon makes two maul attacks.
Maul Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Thunderous Strike (Recharge 6) The myrmidon makes one maul attack. On a hit, the target takes an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Source: MTF, page 202. Also found in PotA, page 212.
Gauth
Medium aberration, lawful evil
Armor Class 15 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 20 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 16 (+3) | 15 (+2) | 15 (+2) | 13 (+1) |
Saving Throws Int +5, Wis +5, Cha +4
Skills Perception +5
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 15
Languages Deep Speech, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Death Throes When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.
Stunning Gaze When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.
Actions
Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.
Eye Rays The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
-
Devour Magic Ray The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
-
Enervation Ray The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
-
Pushing Ray The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.
-
Fire Ray The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.
-
Paralyzing Ray The targeted creature must succeed on a DC 14 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.
-
Sleep Ray The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Environment: Underdark
Source: VGM, page 125
Gelatinous Cube
Large Ooze, Unaligned
Armor Class 6
Hit Points 84 (8d10 + 40)
Speed 15ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 3 (-4) | 20 (+5) | 1 (-5) | 6 (2) | 1 (-5) |
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages None
Challenge 2 (450 XP)
Proficiency Bonus +2
Ooze Cube The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's
Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Actions
Pseudopod Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.
Engulf The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Environment: Underdark
Source: MM, page 242. Also found in TftYP; WDMM; GoS; ERLW; IDRotF. Available in the SRD.
Ghost
Medium undead, any alignment*
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 17 (+3) |
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Ethereal Sight The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement The ghost 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
Withering Touch Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. 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 this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6) One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Environment: Underdark, Urban
Source: MM, page 147. Also found in CoS; PotA; RoT; SKT; TftYP; WDH; WDMM; GoS; DC; DIP; SLW; SDW; BGDIA; ERLW; EGW; IDRotF; TCE; CM. Available in the SRD.
Glabrezu
Large Fiend (Demon), Chaotic Evil
Armor Class 17(Natural Armor)
Hit Points 157 (15d10 + 75)
Speed 40ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 15 (+2) | 21 (+5) | 19 (+4) | 17 (+3) | 16 (+3) |
Saving Throws Str +9, Con +9, Wis +7, Cha +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Innate Spellcasting The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic
1/day each: confusion, fly, power word stun
Magic Resistance The glabrezu has advantage on saving throws against spells and other magical effects.
Actions
Multiattack The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
Pincer Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.
Fist Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Variant: Summon Demon (1/Day)
- The demon chooses what to summon and attempts a magical summoning.
- A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
- A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source: MM, page 58. Also found in TftYP; WDMM; GoS; BGDIA; EGW. Available in the SRD.
Grimlock
Medium humanoid (grimlock), neutral evil
Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 12 (+1) | 9 (-1) | 8 (-1) | 6 (-2) |
Skills Athletics +5, Perception +3, Stealth +3
Condition Immunities blinded
Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13
Languages Undercommon
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Blind Senses The grimlock can't use its blindsight while deafened and unable to smell.
Keen Hearing and Smell The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stone Camouflage The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Spiked Bone Club Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.
Environment: Underdark
Source: MM, page 175. Also found in WDMM. Available in the SRD.
Grung
Small humanoid (grung), lawful evil
Armor Class 12
Hit Points 11 (2d6 + 4)
Speed 25ft., Climb 25ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 14 (+2) | 15 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
Saving Throws Dex +4
Skills Athletics +2, Perception +2, Stealth +4, Survival +2
Damage Immunities poison
Condition Immunities poisoned
Senses Passive Perception 12
Languages Grung
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Amphibious The grung can breathe air and water.
Poisonous Skin Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Dagger Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Variant: Grung Poison
Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung.
- Green The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.
- Blue The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
- Purple The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.
- Red The poisoned creature must use its action to eat if food is within reach.
- Orange The poisoned creature is frightened of its allies.
- Gold The poisoned creature is charmed and can speak Grung.
Environment: Forest Source: VGM, page 156. Also found in ToA.
Hill Giant
Huge giant, chaotic evil
Armor Class 13 (natural Armor)
Hit Points 105 (10d12 + 40)
Speed 40ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 8 (-1) | 19 (+4) | 5 (-3) | 9 (-1) | 6 (-2) |
Skills Perception +2
Senses passive Perception 12
Languages Giant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions
Multiattack The giant makes two greatclub attacks.
Greatclub Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Variant: New Giant Options
Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option:
Squash Melee Weapon Attack +8 to hit, reach 5 ft., one Medium or Smaller creature. Hit: 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.
Environment: Hill
Source: MM, page 155. Also found in PotA; RoT; SKT; TftYP; GoS; ERLW; EGW. Available in the SRD.
Mind Flayer
Medium aberration, lawful evil
Armor Class 15 (breastplate)
Hit Points 71 (13d8 + 13)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 12 (+1) | 12 (+1) | 19 (+4) | 17 (+3) | 17 (+3) |
Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Innate Spellcasting (Psionics) The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Magic Resistance The mind flayer has advantage on saving throws against spells and other magical effects.
Actions
Tentacles Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6) The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and 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.
Environment: Underdark
Source: MM, page 222. Also found in TftYP; WDH; WDMM; ERLW; IMR; IDRotF; TCE.
Mind Flayer Arcanist
Medium aberration, lawful evil
Armor Class 15 (breastplate)
Hit Points 71 (13d8 + 13)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 12 (+1) | 12 (+1) | 19 (+4) | 17 (+3) | 17 (+3) |
Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Innate Spellcasting (Psionics) The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Magic Resistance The mind flayer has advantage on saving throws against spells and other magical effects.
Spellcasting The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st level (4 slots): detect magic, disguise self, shield, sleep
2nd level (3 slots): blur, invisibility, ray of enfeeblement
3rd level (3 slots): clairvoyance, lightning bolt, sending
4th level (3 slots): confusion, hallucinatory terrain
5th level (2 slots): telekinesis, wall of force
Actions
Tentacles Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6) The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and 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.
Environment: Underdark
Source: MM, page 222. Also found in WDMM.
Mindwitness
Large aberration, lawful evil
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 0 ft., fly 20 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 14 (+2) | 15 (+2) | 15 (+2) | 10 (+0) |
Saving Throws Int +5, Wis +5
Skills Perception +8
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 18
Languages Deep Speech, Undercommon, telepathy 600 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Telepathic Hub When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.
Actions
Multiattack The mindwitness makes two attacks: one with its tentacles and one with its bite.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage.
Tentacles Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
Eye Rays The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
- Aversion Ray The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls 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.
- Fear Ray The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened 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.
- Psychic Ray The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.
- Slowing Ray The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Stunning Ray The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
- Telekinetic Ray If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated. If the target is an object weighing 300 pounds or less and that object isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Variant: Underdark Mindwitness
Denizens of the Underdark have bred Mindwitnesses to enhance the Telepathic Hub ability, to suit the conditions of the Underdark better. When the Underdark mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 500 feet through solid objects. It must have formed a previous affinity with those creatures.
Environment: Underdark
Source: VGM, page 176
Mouth of Grolantor
Huge giant (hill giant), chaotic evil
Armor Class 14 (Natural Armor)
Hit Points 105 (10d12 + 40)
Speed 50ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 10 (+0) | 18 (+4) | 5 (-3) | 7 (-2) | 5 (-3) |
Skills Perception +1
Condition Immunities frightened
Senses passive Perception 11
Languages Giant
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Mouth of Madness The giant is immune to confusion spells and similar magic. On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant's turns to determine its action for that turn:
1–3 The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
4–5 The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.
6–7 The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.
8–10 The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
Actions
Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt.
Fist Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Environment: Grassland, Hill
Source: VGM, page 149
Oaken Bolter
Medium construct, unaligned
Armor Class 16 (Natural Armor)
Hit Points 58 (9d8 + 18)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 15 (+2) | 3 (-4) | 10 (+0) | 1 (-5) |
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunitie charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Language understands one language of its creator but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Magic Resistance The oaken bolter has advantage on saving throws against spells and other magical effects.
Actions
Multiattack The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack.
Lancing Bolt Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Harpoon Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time.
Explosive Bolt (Recharge 5–6) The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
Environment: Forest, Grassland, Hill, Mountain
Source: MTF, page 126
Shambling Mound
Large plant, unaligned
Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 20 ft., swim 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 10 (+0) | 5 (-3) |
Skills Stealth +2
Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages Pheromone Based Plant speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Lightning Absorption Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Actions
Multiattack The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Engulf The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Environment: Forest, Swamp
Source: MM, page 270. Also found in CoS; HotDQ; TftYP; ToA; WDMM; GoS; BGDIA; MOT; CM. Available in the SRD.
Shield Guardian
Large construct, unaligned
Armor Class 17 (Natural Armor)
Hit Points 142 (15d10 + 60)
Speed 31ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 8 (-1) | 18 (+4) | 7 (-2) | 10 (+0) | 3 (-4) |
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages understands commands given in any language but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Bound The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
Regeneration The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
Spell Storing A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
Actions
Multiattack The guardian makes two fist attacks.
Fist Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Reaction
Shield When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
Stone Defender
Medium construct, unaligned
Armor Class 16 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 17 (+3) | 3 (-4) | 10 (+0) | 1 (-5) |
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine.
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands one language of its creator but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
False Appearance While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.
Magic Resistance The stone defender has advantage on saving throws against spells and other magical effects.
Actions
Slam Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.
Reactions
Intercept Attack In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.
Environment: Forest, Grassland, Hill, Mountain
Source: MTF, page 126
Tlincalli
Large monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 13 (+1) | 16 (+3) | 8 (-1) | 12 (+1) | 8 (-1) |
Skills Perception +4, Stealth +4, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Tlincalli
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions
Multiattack The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting.
Longsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Spiked Chain Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can't use the spiked chain against another target.
Sting Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Environment: Desert
Source: VGM, page 193
TROLL: Mountain
Large giant, chaotic evil
Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 13 (+1) | 20 (+5) | 7 (-2) | 9 (-1) | 7 (-2) |
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Keen Smell The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Appearance The Mountain Troll is a deeper green than its lowland cousins, it has more warts, and is slightly bulkier
Actions
Multiattack The troll makes three attacks: one with its bite and two with its claws.
Bite Melee Weapon Attack:** +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Variant: Loathsome Limbs Troll
Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:
- 1–10: Nothing else happens.
- 11–14: One leg is severed from the troll if it has any legs left.
- 15–18: One arm is severed from the troll if it has any arms left.
- 19–20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.
If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.
If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space.
The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.
Environment: Arctic, Forest, Hill, Mountain, Swamp, Underdark
Source: MM, page 291. Also found in HotDQ; PotA; RoT; SKT; TftYP; ToA; WDH; WDMM; GoS; SLW; EGW. Available in the SRD.
Umber Hulk
Large monstrosity, chaotic evil
Armor Class 18 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft., burrow 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 13 (+1) | 16 (+3) | 9 (-1) | 10 (+0) | 10 (+0) |
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10
Languages Umber Hulk
Challenge 5 (1,800 XP)
Proficiency Bonus* +3
Confusing Gaze When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated.
- On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn.
- On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction.
- On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.
Tunneler The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
Actions
Multiattack The umber hulk makes three attacks: two with its claws and one with its mandibles.
Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Mandibles Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Environment: Underdark
Source: MM, page 292. Also found in PotA; WDMM; IMR; IDRotF.
In the pages that follow, will be found the spells contained in the spellbook that can be recovered from room #58 of the 1st floor of the fortress.
Blade Ward
Cantrip, Abjuration
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: 1 Round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Source: PHB, page 218
Chill Touch
Cantrip, Necromancy
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S
- Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Source: PHB, page 221. Available in the SRD.
Eldritch Blast
Cantrip, Evocation
- Casting Time: 1 Action
- Range: 120 Feet
- Components: V, S
- Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Source: PHB, page 237. Available in the SRD.
Green-Flame Blade
Cantrip, Evocation
-
Casting Time: 1 action
-
Range: Self (5-foot radius)
-
Components: S, M (a melee weapon worth at least 1 sp)
-
Duration: Instantaneous
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Source: TCE, page 107. Also found in SCAG, page 143.
Mage Hand
Cantrip, Conjuration
-
Casting Time: 1 action
-
Range: 30 feet
-
Components: V, S
-
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Source: PHB, page 256. Available in the SRD.
Toll the Dead
Necromancy cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Source: XGE, page 169
Fog Cloud
1st-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Source: PHB, page 243. Available in the SRD.
Grease
1st-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bit of pork rind or butter)
- Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Source: PHB, page 246. Available in the SRD.
Ice Knife
1st-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a drop of water or piece of ice)
- Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Source: XGE, page 157. Also found in EEPC, page 19.
Shield
1st-level abjuration
- Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
- Range: Self
- Components: V, S
- Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Source: PHB, page 275. Available in the SRD.
Tenser's Floating Disk
1st-level conjuration (ritual)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a drop of mercury)
- Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
Source: PHB, page 282. Available in the SRD (as "Floating Disk").
Knock
2nd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Source: PHB, page 254. Available in the SRD.
Mirror Image
2nd-level illusion
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Source: PHB, page 260. Available in the SRD.
Misty Step
2nd-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Source: PHB, page 260. Available in the SRD.
Scorching Ray
2nd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Source: PHB, page 273. Available in the SRD.
Sleet Storm
3rd-level conjuration
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a pinch of dust and a few drops of water)
- Duration: Concentration, up to 1 minute
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Source: PHB, page 276. Available in the SRD.
Tidal Wave
3rd-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a drop of water)
- Duration: Instantaneous
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Source: XGE, page 168. Also found in EEPC, page 22.
Conjure Minor Elementals
4th-level conjuration
- Casting Time: 1 minute
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower Four elementals of challenge rating 1/2 or lower Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Source: PHB, page 226. Available in the SRD.
Evard's Black Tentacles
4th-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
- Duration: Concentration, up to 1 minute
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Source: PHB, page 238. Available in the SRD (as "Black Tentacles").
Hallucinatory Terrain
4th-level illusion
- Casting Time: 10 minutes
- Range: 300 feet
- Components: V, S, M (a stone, a twig, and a bit of green plant)
- Duration: 24 hours
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Source: PHB, page 249. Available in the SRD.
Cloudkill
5th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Source: PHB, page 222. Available in the SRD.
Far Step
5th-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Source: XGE, page 155
Infernal Calling
5th-level conjuration
- Casting Time: 1 minute
- Range: 90 feet
- Components: V, S, M (a ruby worth at least 999 gp)
- Duration: Concentration, up to 1 hour
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.
On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command—such as "attack my enemies," "explore the room ahead," or "bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Source: XGE, page 158
Raise Dead
5th-level necromancy
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
- Duration: Instantaneous
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival — its head, for instance — the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Source: PHB, page 270. Available in the SRD.
Steel Wind Strike
5th-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: Instantaneous
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Source: XGE, page 166
Arcane Gate
6th-level conjuration
- Casting Time: 1 action
- Range: 500 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.
The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Source: PHB, page 214
Drawmij's Instant Summons
6th-level conjuration (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a sapphire worth 1,000 gp)
- Duration: Until dispelled
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.
At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.
Source: PHB, page 235. Available in the SRD (as "Instant Summons").
Finger of Death
7th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Source: PHB, page 241. Available in the SRD.
Clone
8th-level necromancy
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
- Duration: Instantaneous
This spell grows an inert duplicate of a living, Medium creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
Source: PHB, page 222. Available in the SRD.
True Resurrection
9th-level necromancy
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
- Duration: Instantaneous
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Source: PHB, page 284. Available in the SRD.
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