213

by FrancoCJ

Search GM Binder Visit User Profile

Adult White Dragon

Huge dragon, chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 12 (+1)

  • Saving Throws Dex +5, Con +11, Wis +6, Cha +6
  • Skills Perception +11, Stealth +5
  • Damage Immunities cold
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge 13 (10,000 XP)
  • Proficiency Bonus +5

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 (3/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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 14 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 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon 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 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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.

  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.

  • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.


Ambush Drake

Medium dragon, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (4d6 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 4 (-3) 11 (+0) 6 (-2)

  • Skills Perception +4, Stealth +4
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands Draconic but can't speak it
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

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

Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

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


Guard Drake

Medium dragon, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 7 (-2)

  • Skills Perception +2
  • Damage Resistances lightning
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Draconic but can't speak it
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The drake attacks twice, once with its bite and once with its tail.

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

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


Azbara Jos (CR 7)

Medium humanoid (human), lawful evil


  • Armor Class 14 (natural armor; 16 with mage armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 14 (+2) 16 (+3) 13 (+1) 11 (+0)

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, Deception +3, Insight +4, Stealth +6
  • Senses passive Perception 11
  • Languages Common, Draconic, Infernal, Primordial, Thayan
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Special Equipment. Azbara has two scrolls of mage armor.

Potent Cantrips. When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.

Sculpt Spells. When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.

Spellcasting. Azbara is a 9th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:

Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp, blade ward
1st level (4 slots): fog cloud, magic missile, shield, thunderwave
2nd level (3 slots): invisibility, misty step, scorching ray
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): A selection of 4th-level wizard spells. Examples include: fabricate, Leomund's secret chest, locate creature, Mordenkainen's faithful hound, and stoneskin
5th level (1 slot): A selection of 5th-level wizard spells. Examples include: dominate person, legend lore, modify memory, planar binding, and seeming


Dralmorrer Borngray (CR 5)

Medium humanoid (high elf), neutral evil


  • Armor Class 18 (studded leather armor, shield)
  • Hit Points 59 (7d10 + 21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 18 (+4) 10 (+0) 8 (-1)

  • Saving Throws Str +8, Con +6
  • Skills Arcana +7, Deception +2, Insight +3, Perception +3, Religion +7
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Fey Ancestry. Spellcasting. Dralmorrer is a 10th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:

Cantrips (at will): fire bolt, prestidigitation, shocking grasp, friends
1st level (4 slots): longstrider, magic missile, shield, thunderwave
2nd level (2 slots): magic weapon, misty step
3rd level (2 slots): A selection of 3rd-level wizard spells. Examples include: haste, protection from energy, sending, slow, and stinking cloud
4th level (2 slots): A selection of 4th-level wizard spells. Examples include: arcane eye, conjure minor elementals, ice storm, locate creature, and Mordenkainen's private sanctum
5th level (1 slot): A selection of 5th-level wizard spells. Examples include: contact other plane, creation, mislead, modify memory, and planar binding

War Magic. When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.

Weapon Bond. Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand.

Actions

Multiattack. Dralmorrer attacks twice, either with his longsword or dagger.

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


Blagothkus

Huge giant (cloud giant), neutral evil


  • Armor Class 17 (splint armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 13 (+1) 20 (+5) 16 (+3) 15 (+2) 15 (+2)

  • Saving Throws Con +9, Wis +6, Cha +6
  • Skills Arcana +7, Insight +6, Intimidation +6, Perception +6
  • Senses passive Perception 16
  • Languages Common, Draconic, Giant
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Innate Spellcasting. Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:

3/day each: fog cloud, levitate

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

Spellcasting. Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list:

Cantrips (at will): light, mage hand, prestidigitation
1st level (4 slots): detect magic, identify, magic missile, shield
2nd level (3 slots): gust of wind, misty step, shatter
3rd level (2 slots): fly, lightning bolt

Actions

Multiattack. Blagothkus attacks twice with his morningstar.

Morningstar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.


Cloud Giant

Huge giant, neutral good (50%) or neutral evil (50%)


  • Armor Class 14 (natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3)

  • Saving Throws Con +10, Wis +7, Cha +7
  • Skills Insight +7, Perception +7
  • Senses passive Perception 17
  • Languages Common, Giant
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

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

Actions

Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.


Bullywug

Medium humanoid (bullywug), neutral evil


  • Armor Class 15 (hide armor, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2)

  • Skills Stealth +3
  • Senses passive Perception 10
  • Languages Bullywug
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Amphibious. The bullywug can breathe air and water.

Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.

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

Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Actions

Multiattack. The bullywug makes two melee attacks: one with its bite and one with its spear.

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

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.


Pharblex Spattergoo (CR 5)

Medium humanoid (bullywug), chaotic evil


  • Armor Class 17 (studded leather armor, shield)
  • Hit Points 76 (8d8 + 40)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 20 (+5) 11 (+0) 18 (+4) 7 (-2)

  • Saving Throws Str +6, Con +8
  • Skills Perception +7, Religion +3, Stealth +6
  • Senses passive Perception 17
  • Languages Common, Bullywug
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Amphibious. Pharblex can breathe air and water.

Poison Strike (3/Day). Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 13 (3d8) poison damage.

Spellcasting. Pharblex is an 8th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:

Cantrips (at will): druidcraft, guidance, poison spray
1st level (4 slots): cure wounds, entangle, healing word, thunderwave
2nd level (3 slots): barkskin, beast sense, spike growth
3rd level (3 slots): plant growth, water walk
4th level (2 slots): A selection of 4th-level druid spells. Examples include: blight, grasping vine, hallucinatory terrain, stone shape, and wall of fire

Standing Leap. As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.

Swamp Camouflage. Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Actions

Multiattack. Pharblex attacks twice. Once with his bite and once with his spear.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Spear. Melee or Ranged Weapon Attack: +7 to hit. reach 5 ft. or ranged 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Captain Othelstan

Medium humanoid (human), lawful evil


  • Armor Class 19 (splint armor, shield)
  • Hit Points 93 (11d10 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 12 (+1)

  • Saving Throws Str +7, Con +6
  • Skills Athletics +7, Intimidation +7, Perception +5, Religion +4
  • Senses passive Perception 15
  • Languages Common, Draconic, Giant
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Action Surge (Recharges on a Short or Long Rest). On his turn, Othelstan can take one additional action.

Tiamat's Blessing of Retribution. When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.

Actions

Multiattack. Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.

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

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


Captain Othelstan (CR 6)

Medium humanoid (human), lawful evil


  • Armor Class 19 (splint armor, shield)
  • Hit Points 104 (11d10 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 13 (+1) 14 (+2) 12 (+1)

  • Saving Throws Str +7, Con +7
  • Skills Athletics +7, Intimidation +7, Perception +5, Religion +4
  • Senses passive Perception 15
  • Languages Common, Draconic, Giant
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Action Surge (Recharges on a Short or Long Rest). On his turn, Othelstan can take one additional action.

Tiamat's Blessing of Retribution. When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.

Actions

Multiattack. Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.

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

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


Cultist

Medium humanoid (any race), any non-good alignment


  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

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 +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.


Dragonclaw

Medium humanoid (human), lawful evil


  • Armor Class 14 (leather armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 12 (+1)

  • Saving Throws Wis +2
  • Skills Deception +3, Stealth +5
  • Senses passive Perception 10
  • Languages Common, Draconic
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.

Fanatic Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.

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

Actions

Multiattack. The dragonclaw attacks twice with its scimitar.

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


Dragonwing

Medium humanoid (human), lawful evil


  • Armor Class 14 (leather armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

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

  • Saving Throws Wis +2
  • Skills Deception +3, Stealth +5
  • Damage Resistances one of the following: acid, cold, fire, lightning, and poison
  • Senses passive Perception 10
  • Languages Common, Draconic
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Dragon Fanatic. The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened.

Fanatic Advantage. Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage.

Limited Flight. The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn.

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

Actions

Multiattack. The dragonwing attacks twice with its scimitar.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) damage of the type to which the cultist has resistance.


Young White Dragon

Large dragon, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1)

  • Saving Throws Dex +3, Con +7, Wis +3, Cha +4
  • Skills Perception +6, Stealth +3
  • Damage Immunities cold
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages Common, Draconic
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

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.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

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

Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.


Ice Devil

Large fiend (devil), lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 180 (19d10 + 76)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4)

  • Saving Throws Dex +7, Con +9, Wis +7, Cha +9
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities fire, poison, cold
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
  • Languages Infernal, telepathy 120 ft.
  • Challenge 14 (11,500 XP)
  • Proficiency Bonus +5

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

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

Actions

Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice (Recharge 6). The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.
When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.


Lizardfolk

Medium humanoid (lizardfolk), neutral


  • Armor Class 15 (natural armor, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4, Survival +5
  • Senses passive Perception 13
  • Languages Draconic
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.

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

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

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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


Rezmir (CR 8)

Medium humanoid (half-black dragon), neutral evil


  • Armor Class 14 (16 with the Black Dragon Mask)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 15 (+2) 12 (+1) 14 (+2)

  • Saving Throws Dex +7, Wis +4
  • Skills Arcana +5, Stealth +10
  • Damage Immunities acid
  • Condition Immunities charmed, frightened
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 11
  • Languages Common, Draconic, Infernal, Giant, Netherese
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Special Equipment. Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws.

Amphibious. Dark Advantage. Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.

Draconic Majesty. While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).

Immolation. When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.

Legendary Resistance (1/Day).

Actions

Greatsword (Hazirawn). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 16 Constitution saving throw at the end of each of its turns, ending this effect early on a success.

Caustic Bolt. Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage.

Acid Breath (Recharge 5–6). Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn.

  • Darkness (Costs 2 Actions). A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute.light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
  • Melee Attack. Rezmir makes one melee attack.
  • Hide. Rezmir takes the Hide action.

Rath Modar (CR 10)

Medium humanoid (human), lawful evil


  • Armor Class 15 (16 with mage armor)
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 14 (+2) 18 (+4) 14 (+2) 10 (+0)

  • Saving Throws Int +8, Wis +6
  • Skills Arcana +8, Deception +4, Insight +6, Stealth +9
  • Senses passive Perception 12
  • Languages Common, Draconic, Infernal, Primordial, Thayan
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus +4

Special Equipment. Rath has a staff of fire, and scrolls of dimension door, feather fall, and fireball.

Spellcasting. Rath is a 13th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 16, +8 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:

Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, phantasmal force
3rd level (3 slots): counterspell, fireball, major image
4th level (3 slots): confusion, greater invisibility
5th level (2 slots): mislead, seeming
6th level (1 slot): globe of invulnerability
7th level (1 slot): A selection of 7th-level wizard spells. Examples include: delayed blast fireball, forcecage, mirage arcane, prismatic spray, and simulacrum

Actions

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

Reactions

Illusory Self (Recharges on a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.


Rath Modar (CR 8)

Medium humanoid (human), lawful evil

  • Armor Class 14 (16 with mage armor)
  • Hit Points 82 (15d8 + 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 12 (+1) 20 (+5) 14 (+2) 10 (+0)

  • Saving Throws Int +8, Wis +5
  • Skills Arcana +8, Deception +3, Insight +5, Stealth +7
  • Senses passive Perception 12
  • Languages Common, Draconic, Infernal, Primordial, Thayan
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Special Equipment. Rath has a staff of fire, and scrolls of dimension door, feather fall, and fireball.

Spellcasting. Rath is a 12th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 16, +8 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:

Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, phantasmal force
3rd level (3 slots): counterspell, fireball, major image
4th level (3 slots): confusion, greater invisibility
5th level (2 slots): mislead, seeming
6th level (1 slot): globe of invulnerability

Actions

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

Reactions

Illusory Self (Recharges on a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.


Specter

Medium undead, chaotic evil


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands all languages it knew in life but can't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Incorporeal Movement. The specter 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.

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

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


Wraith

Medium undead, neutral evil


  • Armor Class 13
  • Hit Points 67 (9d8 + 27)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Incorporeal Movement. The wraith 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.

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

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 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.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.


Talis the White (CR 9)

Medium humanoid (half-elf), lawful evil


  • Armor Class 19 (+1 scale mail, shield)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

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

  • Saving Throws Wis +7, Cha +7
  • Skills Deception +7, Insight +7, Perception +7, Persuasion +7
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Common, Draconic, Elvish, Infernal
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Special Equipment. Talis has +1 scale mail and a wand of winter.

Fey Ancestry. Talis has advantage on saving throws against being charmed, and magic can't put her to sleep.

Spellcasting. Talis is a 13th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list:

Cantrips (at will): guidance, resistance, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, inflict wounds
2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear)
3rd level (3 slots): dispel magic, mass healing word, sending
4th level (3 slots): death ward, freedom of movement
5th level (2 slots): insect plague
6th level (1 slot): A selection of 6th-level cleric spells. Examples include: blade barrier, find the path, forbiddance, harm, and planar ally
7th level (1 slot): A selection of 7th-level cleric spells. Examples include: etherealness, fire storm, plane shift, resurrection, and symbol

Winter Strike (3/Day). Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 13 (3d8) cold damage.

Actions

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 9 (2d6 + 2) piercing damage.


Trepsin (CR 7)

Large giant, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 94 (9d10 + 45)
  • Speed 30 ft.

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 11
  • Languages Giant
  • Challenge 7 (2,900 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.

Actions

Multiattack. The troll attacks five times, once with its bite and four times with its claws. If two or more claws hit the same target, the troll rends the target, dealing an extra 2d6 slashing damage.

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.

Trepsin

Sometimes when a troll loses a limb, it regenerates two limbs to replace the one it lost. This can result in trolls with multiple arms. A four-armed troll uses the troll stat block, except that it is a Challenge Rating 6 monster (2,300 XP) and has alternate action options to suit.