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___ >## 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. \pagebreak ___ >## 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. \columnbreak ___ >## 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. \pagebreak ___ >## 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* \columnbreak ___ >## 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 \pagebreak ___ >## 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. \columnbreak ___ >## 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. \pagebreak ___ >## 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. \columnbreak ___ >## 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. \pagebreak ___ >## 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. \columnbreak ___ >## 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. \pagebreak ___ >## 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. \columnbreak ___ >## 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. \pagebreak ___ >## 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. \columnbreak ___ >## 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. \pagebreak ___ >## 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. \pagebreak ___ >## 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. \pagebreak ___ >## 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. \columnbreak ___ >## 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. \pagebreak ___ >## 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. \columnbreak ___ >## 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. \pagebreak ___ >## 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. \columnbreak ___ >## 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.