Dragonix - DM Options, Monster Talents II
Dragonix - DM Options, Monster Talents II
Dragonix - DM Options, Monster Talents II
MONSTER TALENTS II
Over 220+ pages of new features, actions, statblocks for creatures from
2
Volo's Guide to Monsters and Mordenkainen's Tome of Foes!
Chapter 3. Bonus Sampler Stat Blocks
DM OPTIONS
MONSTER TALENTS II
Cover Illustrator
Sandeson Gonzaga
Email: [email protected]
Interior Illustrators
Sandeson Gonzaga, Bad Moon Art Studio, Makoy
Echavez, Bad Moon Art Studio, Some artwork ©
2015 Dean Spencer, used with permission. All rights
reserved. Elite Design Elements © Rising Phoenix
Games, Publisher's Choice Quality Stock Art @ Rick
Hershey / Fat Goblin Games, Daniel Comerci, Eric
Lofgren, Jacob Blackmon, Jeremy Hart, DMG Creator
Resource Art/WoTC Various Artists.
Editors
Justin M. Cole About the Cover
As always, I wanted to pay homage to classic covers.
Playtesters This time it's the AD&D 2nd Edition Monstous Manu-
Mycko David, Kirby Gonzaga, Teddy Gonzaga, James als and Monstrous Compendiums that came out in the
Manansala, Marco Pasamba, Raffy San Antonio, Tee- 90s. They always featured three to four creatures in
jay Suaring, Michael Tiongson, Dave Young, Rowell the cover posing for a group portrait. I've always been
Zaragoza, Wena Zaragoza fascinated with monsters and their lore, and these
bestiary books were pretty much an auto-purchase for
me, and still probably is right now.
About this Book
DM Options: Monster Talents II continues from what
Monster Talents started, providing with you with over
200 pages of of 'talents,' or features you can add to a
creature's existing repertoire with the intent of making Acknowledgement
it a unique or a more difficult encounter. This time DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
the book covers the official follow-up bestiaries Volo's Forgotten Realms, the dragon ampersand, Player’s Hand-
Guide to Monsters and Mordenkainen's Tome of Foes. book, Monster Manual, Dungeon Master’s Guide, D&D
There should be enough here to keep your players on Adventurers League, all other Wizards of the Coast prod-
their toes. uct names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of
Wizards of the Coast. This material is protected under the
copyright laws of the United States of America. Any re-
production or unauthorized use of the material or artwork
contained herein is prohibited without the express written
permission of Wizards of the Coast.
M
Monster Name
onster Talents are extraordinary aspects The name of the monster followed by its CR and
of a creature’s abilities, background, the number of talents it can haves. A list of talents
personality, physique, proficiencies, and available to that monster will be shown below it.
features. They offer a means for you to improve a
creature's current existing abilities or provide it Type: The talent type (Trait, Action, Reaction, or
with new capabilities. Legendary Action).
Even if you don't use the Player Options: Talents Talent Cost: The count value of the talent. If this
books, you can still use this as a resource, like entry is absent, it means the talent counts as 1
a DM's tool kit, for creating new creatures or talent. Otherwise, some talents have a cost of 2
modifying existing ones to suit your adventures. or 3. This means they count as 2 or 3 talents if
Be careful though that giving creatures multiple you take it. For example, the death kiss can have
talents, especially ones that provide extra actions, a maximum of 4 talents. It if acquires the talent
resistances, or improved damage capabilities, Lightning Blood Splash, which costs 2 talents, this
can increase their difficulty. You should consider means the death kiss can only have 2 more talents.
increasing their CR by 1 or even 2 after adding If it acquires Improved Multiattack, which also costs
talents. 2, then it would end up with only those 2 talents.
Prerequisite: This could be a monster type, a
certain feature or ability, another talent or talents.
This entry is absent if a talent has no prerequisite.
Types of Talents
U
nlike the talents presented in the Character
Options: Talents books, there are only four
How many Talents does it have?
T
types of talents here, each categorized on
how they are supposed to be used. They are Traits, he number of talents a creature has is equal
Actions, Reactions, and Legendary Actions. to one third the creature's CR plus one,
rounded down. Consult the table below for
Traits. The most common talent type. They
exact details. Of course, as the DM you can choose
are often characterized as a passive talent, such
to give fewer or more talents. However, giving
as improvements to existing abilities, added
more than what's listed below can be dangerous
resistances, or new ongoing effects like auras.
unless you increase the creature's CR.
Others are features like innate spellcasting abilities,
options that require it to take a bonus action, or
even grant a monster Legendary Actions! Creature Number Creature Number
CR of Talents CR of Talents
Action. A talent that provides the creature with the
Up to 1 1 16 6
use of an action, such as a breath attack or spell like
2 1 17 6
ability. Some actions can be used each turn while 3 2 18 7
others have charges or limits per day. 4 2 19 7
Reaction. A talent that provides the creature with 5 2 20 7
the use of a reaction. 6 3 21 8
7 3 22 8
Legendary Action. A talent that provides the 8 3 23 8
creature with the use of a legendary action. 9 4 24 9
Legendary actions will always come with a cost. 10 4 25 9
11 4 26 9
12 5 27 10
13 5 28 10
14 5 29 10
15 6 30 11
6 Chapter
Chapter 1.
1. Volo's
Volo's Guide
Guide to
to Monsters
Monsters
Multiattack
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
The barghest makes two attacks: one with its bite
and one with its claws.
Swift Shapechanger
Type: Trait.
The barghest can take a bonus action to polymorph
into a Small goblin or back into its true form.
Gauth
The gauth (CR 6) can have a maximum of 3 talents.
Each creature within 5 feet of the death kiss takes When a creature within 5 feet of the gauth fails its
5 (1d10) lightning damage whenever the death saving throw against any of the gauth's eye rays,
kiss is hit by a melee or ranged attack that deals the gauth can use a bonus action to make one bite
piercing or slashing damage. attack against the creature.
Bodak
The bodak (CR 6) can have a maximum of 3 talents.
Baleful Moan
Type: Action.
Baleful Moan (Recharge after a Short or Long
Rest). Each creature within 30 feet of the bodak
that can hear its moan must succeed on a DC 13
Wisdom saving throw or become 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. If a creature's saving throw is
successful, the creature is immune to the bodak's
baleful moan for the next 24 hours.
Catoblepas
The catoblepas (CR 5) can have a maximum of 2
talents.
Debilitating Bite
Type: Action.
The catoblepas gains a bite attack.
Debilitating Bite. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
damage. If the target is a creature, it must succeed
on a DC 16 Constitution saving throw against
disease or be poisoned until the disease is cured.
10 Chapter 1. Volo's Guide to Monsters
Every 24 hours that elapse, the target must repeat A creature that fails its saving throw against the
the saving throw, reducing its hit point maximum catoblepas's Tail attack by 5 or more is stunned for
by 5 (1d10) on a failure . The disease is cured on a 1 minute. A stunned creature can repeat the saving
success. The target dies if the disease reduces its hit throw at the end of each of its turns, ending the
point maximum to 0. This reduction to the target's effect on itself with a success.
hit point maximum lasts until the disease is cured.
Choldrith
Chameleon Carapace The choldrith (CR 3) can have a maximum of 2
Type: Trait. talents.
The cave fisher has advantage on Dexterity
(Stealth) checks made to hide.
Bite
Type: Action.
Hardened Skin The choldrith gains a Bite attack.
Type: Trait.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
The cave fisher is resistant to piercing and slashing target. Hit: 1 piercing damage plus 7 (2d6) poison
damage from nonmagical weapons that aren't damage.
adamantine.
Lolth's Blessing
Type: Reaction.
The choldrith gains Lolth's Blessing.
Lolth's Blessing (Recharge 5-6). When a chitine
Chitine within 30 feet of the choldrith hits a creature with a
The chitine (CR 1/2) can have 1 talent. melee attack, the choldrith grants that chitine a 10
(3d6) poison damage bonus to its damage roll.
Poison Daggers
Type: Trait. Lolth's Protection
Type: Action.
A creature hit by the chitine's dagger attack must
succeed on a DC 11 Constitution saving throw or be The choldrith gains Lolth's Protection.
poisoned until the start of the chitine's next turn. Lolth's Protection (Recharge 5-6). The choldrith
becomes invisible until the end of its next turn. It
becomes visible if it attacks or casts a spell.
Throw Web
Type: Action.
The chitine gains a throw web attack. Multiattack
Type: Action.
Throw Web (Recharge after a Short or Long
Rest). Ranged Weapon Attack: +4 to hit, range 30 Prerequisite: Bite.
ft., one Large or smaller creature. Hit: The target is Multiattack. The choldrith makes two attacks: one
restrained by webbing. As an action, the target can with its dagger and one with its bite.
make a DC 11 Strength check, bursting the webbing
on a success. . The webbing can also be attacked
12 Chapter 1. Volo's Guide to Monsters
Cranium Rats, Swarm of
The swarm of cranium rats (CR 5) can have a
maximum of 2 talents.
Blinding Flash
Type: Action.
The swarm of cranium rats gains the Blinding Flash
feature.
Blinding Flash (Recharge 5-6). The swarm creates
an explosive flash of light from its brains in a 20-
foot radius. Any creature in that area and able
to see the bright light must succeed on a DC 10
Dexterity saving throw or be blinded until the end
of the swarm's next turn.
Magic Resistance
Type: Action.
The swarm of cranium rats gains Magic Resistance.
Magic Resistance. The swarm has advantage on
saving throws against spells and other magical
Darklings
The darkling (CR 1/2) and the darkling elder can
effects. each have 1 talent.
Staggering Screech
Type: Trait.
A creature that fails its saving throw against the
deep scions's Psychic Screech by 5 or more is
stunned for 1 minute. A stunned creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself with a success.
succeed on a DC 11 Constitution saving throw or be
poisoned until the start of the darkling's next turn.
Swift Shapechanger
Type: Trait.
Stealthy
Type: Trait. The deep scion can take a bonus action to
polymorph into into a humanoid-piscine hybrid
Stealthy. On each of its turns, the darkling can use a form, or back into its true form. Its statistics,
bonus action to take the Hide action. other than its speed, are the same in each form.
Any equipment it is wearing or carrying isn’t
transformed. The deep scion reverts to its true
form if it dies.
Deep Scion
The deep scion (CR 3) can have a maximum of 2
talents.
Cunning Action
Demons
Type: Trait.
The deep scion can take a bonus action on each of Babau
its turns in combat. This action can be used only to The babau (CR 4) can have a maximum of 2 talents.
take the Dash, Disengage, or Hide action.
Corrosive Slime
Cunning Strike Type: Trait.
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
The deep scion deals an extra 3 (1d6) damage if it Corrosive Slime. A creature that touches the
had advantage on the attack roll. babau or hits it with a melee attack while within 5
feet of it takes 5 (1d10) acid damage. In addition,
14 Chapter 1. Volo's Guide to Monsters
Improved Innate Spellcasting
Type: Trait.
The babau can innately cast the following spells,
requiring no components: 1/day (each): polymorph
(self only), teleport (self only).
Magic Resistance
Type: Trait.
Magic Resistance. The babau has advantage on
saving throws against spells and other magical
effects.
Paralyzing Gaze
Type: Trait.
A creature that fails its saving throw against the
babau's Weakening Gaze by 5 or more is paralyzed
for 1 minute. A paralyzed creature can repeat the
saving throw at the end of each of its turns, ending
the effect on itself with a success.
Innate Spellcasting
Type: Trait.
The devourer's innate spellcasting ability is
Charisma (spell save DC 16). It can innately cast the
following spells, requiring no components:
1/day (each): confusion, ray of enfeeblement,
suggestion.
If a creature dies while imprisoned in the
devourer's ribcage, the devourer recovers all
expended spell slots.
Innate Spellcasting II
Type: Trait.
Prerequisite: Innate Spellcasting
The devourer’s can innately cast the following
spells (Charisma innate spellcasting ability is
Charisma (spell save DC 16). It can innately cast the
following spells, requiring no components:
1/day (each): create undead, planar binding.
If a creature dies while imprisoned in the
devourer's ribcage, the devourer recovers all
expended spell slots.
Magic Weapons
Oversized Ribcage Type: Trait.
Type: Trait. The devourer's weapon attacks are magical.
The devourer can imprison up to two humanoid
creatures at at time.
Soul Wither
Type: Trait.
Magic Resistance A creature that fails its saving throw against the
Type: Trait. devourer's Soul Rend by 5 or more is weakened
Magic Resistance. The devourer has advantage for 1 minute. A weakened creature deals only half
on saving throws against spells and other magical damage with weapon attacks that use Strength for
effects. 1 minute. The creature can repeat the saving throw
at the end of each of its turns, ending the effect on
itself on a success.
Deinonychus
The deinonychus (CR 1) can have 1 talent.
Quetzalcoatlus
The quetzalcoatlus (CR 2) can have 1 talent.
Stegosaurus
Swoop The dimetrodon (CR 4) can have a maximum of 2
Type: Trait. talents.
The quetzalcoatlus gains a claws attack. If it flies
at least 30 feet and hits a Medium or smaller
creature with its claws attack, the creature is
Hardened Hide
grappled (escape DC 12) and restrained while the Type: Trait.
quetzalcoatlus flies upward with it at half its speed. The stegosaurus is resistant to piercing and slashing
While the quetzalcoatlus has a creature grappled, damage from nonmagical weapons.
it can fly up to a maximum height of 30 feet. The
quetzalcoatlus can take a bonus action to drop the
target from the air. If a dropped target strikes a Tail Strike
solid surface, the target is knocked prone and takes Type: Reaction.
3 (1d6) bludgeoning damage for every 10 feet it
was dropped. If the target is dropped at another When a creature the stegosaurus can see starts
creature, that creature must succeed on a DC 12 its turn within 10 feet of the stegosaurus, the
Dexterity saving throw or take the same damage stegosaurus attacks it with its tail.
and be knocked prone.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Tail Sweep (Recharge 5-6)
one target. Hit: 9 (3d4 + 2) piercing damage. Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
The stegosaurus attempts to knock multiple targets
Web
Type: Action.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to
hit, range 30/60 ft., one Large or smaller creature.
Draegloth Hit: The creature is restrained by webbing. As an
The draegloth (CR 7) can have a maximum of 3 action, the restrained creature can make a DC 15
talents. Strength check, bursting the webbing on a success.
The webbing can also be attacked and destroyed
(AC10; hp 5; vulnerability to fire damage; and
Battle Concentration immunity to bludgeoning, poison, and psychic
Type: Trait. damage).
The draegloth has advantage on Constitution saving
throws that it makes to maintain concentration on
a spell when it takes damage.
Battle Magic
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Firenewts
When the draegloth uses its action to cast a spell
that has a casting time of 1 action, it can make one Firenewt Warrior
claws attack as a bonus action. The firenewt (CR 1/2) can have 1 talent.
Enflame Weapon
Improved Innate Spellcasting Type: Trait.
Type: Trait. The firenewt warrior can take a bonus action
The draegloth’s innate spellcasting ability is to spit flame on its weapon. For 1 minute, the
Charisma(Charisma spell save DC 11). It can firenewt warrior's weapon deals an extra 1d4 fire
innately cast the following spells, requiring no damage.
components:
1/day (each): blight, mirror image.
Giant Strider
The giant strider (CR 1) can have 1 talent. Warlock of Imix
The firenewt warlock of Imix (CR 1) can have 1
talent.
Aura of Fire
Type: Trait.
Any creature that starts its turn within 5 feet of the Aura of Fire
firenewt warrior takes 2 (1d4) fire damage. Type: Trait.
Any creature that starts its turn within 5 feet of the
firenewt takes 2 (1d4) fire damage.
Extended Fire Burst
Type: Trait.
The range of the giant strider's fire burst is Enflame Weapon
increased to 90 feet. Type: Trait.
The firenewt can take a bonus action to spit flame
on its weapon. For 1 minute, the firenewt warlock
of Imix's weapon deals an extra 1d4 fire damage.
War Magic
Type: Trait.
When the firenewt uses its action to cast a cantrip,
it can make one morningstar attack as a bonus
action.
Improved Multiattack
Legendary Actions Type: Trait.
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 4 (Counts as 4 Talents). The froghemoth makes three attacks with its
tentacles. It can also use its tongue or bite.
22 Chapter 1. Volo's Guide to Monsters
Venomous Maw
Type: Trait.
A creature hit by the froghemoth's bite or
tongue attack takes an extra 5 (1d10) poison
damage.
Toxic Skin
Type: Trait.
The froghemoth's skin excretes a highly toxic slime.
A creature that hits the froghemoth with a melee
weapon attack takes 4 (1d8) poison damage and
must succeed on a DC 17 Constitution saving throw
Giants
or is poisoned until the end of its next turn. All giants can select from the talents listed below.
Tentacle Slam. The froghemoth slams creatures The missile from the giant's rock attack shatters
grappled by it into each other or a solid into many pieces when it lands, possibly hitting
surface. Each creature must succeed on a DC 17 those near the target. Any creature within 5 feet of
Constitution saving throw or take 20 (4d6 + 6) the target of the giant's rock attack must succeed
bludgeoning damage and be stunned until the end on a Dexterity saving throw, even if the giant misses
of the froghemoth's next turn. On a successful save, its target. The DC is equal to 8 plus the giant's
the target takes half the bludgeoning damage and Strength modifier plus its proficiency bonus (see
isn't stunned. MM page 8). On a failed save, the target takes half
as much damage of the rock attack hit.
Crushing Stomp
Type: Trait.
Prerequisite Stomp
A creature hit by the giant's Stomp attack is
grappled (escape DC is equal to the Strength saving
throw DC). Until this grapple ends, the target is
restrained and the giant can automatically hit the
target with its Stomp but can't use its Stomp against
other targets.
Fling
Type: Action.
One object held or creature that is smaller than the Stomp
giant and is grappled by the giant is thrown up to Type: Action.
60 feet towards a target space and knocked prone.
If a thrown target strikes a solid surface, the target The giant can take a bonus action to make a Stomp
takes 3 (1d6) bludgeoning damage for every 10 feet attack. The giant can only target prone creatures
it was thrown plus the giant's strength modifier. smaller than itself. The statistics of the kick depend
If the target is thrown at another creature, that on the giant:
creature must succeed on a Dexterity saving throw.
The DC is equal to 8 plus the giant's Strength Cloud Giant Smiling One:
modifier plus its proficiency bonus (see MM page Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft.,
8). On a failed save, the target takes the same one Large or smaller prone target. Hit: 17 (2d8 +
damage and is knocked prone. When the giant 8) bludgeoning damage.
uses its Multiattack, the giant can use Fling in place
of one melee weapon attack. Fire Giant Dreadnought:
Stomp. Melee Weapon Attack: +13 to hit, reach 5
Power Attack ft., one prone target smaller than the giant. Hit: 17
Type: Trait. (2d8 + 8) bludgeoning damage.
Trembling Slam
Type: Action.
The giant strikes the ground with its melee weapon
or foot, triggering a short earth tremor. All other
creatures on the ground within 10 feet of the giant
that are smaller than the giant must succeed on a
Strength saving throw or be knocked prone. The
DC is equal to 8 plus the giant's Strength modifier
plus its proficiency bonus (see MM page 8).
When the giant uses its Multiattack and
Trembling Slam is available, the giant can use its
Trembling Slam in place of one melee weapon
attack.
Legendary Actions
Type: Trait.
Talent Cost: 4 (Counts as 4 Talents).
The giant gains 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The giant regains spent Fire Giant Dreadnought
legendary actions at the start of its turn. The fire giant dreadnought (CR 14) can have a
maximum of 5 talents.
Move. The giant moves up to half its speed.
Cantrip. The giant casts a cantrip.
Morning Star (Costs 2 Actions). The giant makes Double Shield Clap
a morningstar attack. Type: Action.
Casts Spell (Costs 1-3 Actions). The giant
expends a spell slot to cast a 1st-, 2nd-, or 3rd- Talent Cost: 2 (Counts as 2 Talents).
level spell that it has prepared. Doing so costs 1 If a creature is hit by both of the giant's fireshield
legendary action per level of the spell. attacks in the same turn, it must succeed on a DC
21 Constitution saving throw or become stunned
until the end of its next turn.
Mists of Memnor
Type: Trait.
The cloud giant constantly projects a magical aura Flame Mantle
of thin bluish mist. A creature hostile to the cloud Type: Trait.
giant that starts its turn within 10 feet of the cloud Any creature that starts its turn within 5 feet of
giant must make a DC 15 Charisma saving throw, the giant takes 5 (1d10) fire damage. In addition,
unless the cloud giant is incapacitated. On a failure, the giant's melee weapon attacks deal an extra 5
the target begins to giggle uncontrollably. It can't (1d10) fire damage.
take reactions or maintain concentration until
the end of its next turn. On its turn, the target
can't move, and it uses its action to make a melee Forgecaller
or ranged attack against a randomly determined
Type: Trait.
creature within range. If the target can't attack,
it does nothing on its turn but fall prone into fits Prerequisite Flame Mantle
of laughter. At the end of the creature's turn, The fire giant’s innate spellcasting ability is
Frost Mantle
Fireshield Throw Type: Trait.
Type: Action. Any creature that starts its turn within 5 feet of
Fireshield Throw. The giant hurls its fireshield at the giant takes 5 (1d10) cold damage. In addition,
a point it can see within 60 feet of it. Each creature the giant's melee weapon attacks deal an extra 5
in a 10-foot-radius sphere centered on that point (1d10) cold damage.
must make a DC 21 Dexterity saving throw, taking
22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire
damage plus 7 (2d6) piercing damage on a failed Ice Shaper
save, or half as much damage on a successful one. Type: Trait.
Without its shield, the giant's AC is reduced by 2. Prerequisite Frost Mantle
The giant will always keep one shield armed at a
time. The giant can use a bonus action to pick up a The frost giant’s innate spell¬casting ability is Cha-
thrown shield from a space within 5 feet of it. risma (spell save DC 13). The frost giant can innate-
ly cast the following spells, requiring no material
Threatening components:
Type: Trait. 3/day: armor of agathys
Threatening. Creatures provoke an opportunity 1/day: wall of ice
Reckless Attack
Type: Trait.
Reckless. At the start of its turn, the giant can gain
advantage on all melee weapon attack rolls during
that turn, but attack rolls against it have advantage
until the start of its next turn.
Legendary Actions
Type: Trait.
Talent Cost: 4 (Counts as 4 Talents).
The giant gains 3 legendary actions, choosing Mouth of Grolantor
from the options below. Only one legendary action The hill giant mouth of Grolantor (CR 6) can have a
option can be used at a time and only at the end of maximum of 3 talents.
another creature's turn. The giant regains spent
legendary actions at the start of its turn.
Bruiser
Type: Trait.
Detect. The giant makes a Wisdom (Perception)
Bruiser. A creature that takes damage from the
check.
giant's melee attack has disadvantage on its next
Move. The giant moves up to half its speed.
attack roll until the end of its next turn.
Greataxe (Costs 2 Actions). The giant makes
a greataxe attack.
Grolantor's Glare
Type: Reaction.
Grolantor's Glare. When a creature attacks the
28 Chapter
Chapter 1.
1. Volo's
Volo's Guide
Guide to
to Monsters
Monsters
giant, and the creature is Medium or smaller and Talent Cost: 2 (Counts as 2 Talents).
within 30 feet and visible to the giant, the creature Dreamwalker's Breath (Recharge 6). The giant
must succeed on a DC 11 Wisdom saving throw. On exhales tranquilizing gas in a 30-foot cube. Each
a failed save, the attacker is frightened until the end creature in that area must succeed on a DC 17
of the giant's next turn. Wisdom saving throw. On a failed save, a target
falls unconscious. While unconscious, the target is
dreaming and cannot be woken. The unconscious
Grolantor's Imposition target can repeat the saving throw at the end of
Type: Trait. each of its turns. On a success, the effect ends on
Talent Cost: 2 (Counts as 2 Talents). the target.
The giant has advantage on melee attack rolls
against Medium or smaller creatures.
Dreamweaver
Type: Trait.
Staggering Blow The stone giant’s innate spellcasting ability is
Type: Trait. Charisma (spell save DC 13). The giant can innately
cast the following spells, requiring no material
If the giant's fist attack roll against a target components:
succeeds by 5 or more, the target must succeed on 3/day: catnap, sleep
a DC 16 Constitution saving throw. On a failed save, 1/day: phantasmal killer
the target is stunned until the end of the giant's
next turn.
Runecarver
Type: Trait.
Prerequisite Aura of Earth
The stone giant’s innate spellcasting ability is
Wisdom (spell save DC 13). The giant can innately
Stone Giant Dream- cast the following spells, requiring no material
walker components:
3/day: meld into stone
The stone giant dreamwalker (CR 10) can have a
maximum of 4 talents. 2/day: maximilian's earthen grasp (EE)
1/day: stone shape
Aura of Earth
Type: Trait. Rune of Tremor (Recharge 6)
Type: Action.
Any creature that starts its turn within 5 feet of the
giant must make a DC 17 Constitution saving throw Prerequisite Runecarver
or be blinded until the end of the stone giant's The stone giant targets a point it can see within
next turn by the dirt and soil that swirls constantly 120 feet. A violent spout of churned earth and
around the stone giant. Stone giants and creatures stone erupts in a 20-foot cube centered on that
from the elemental plane of earth are immune to point. Each creature in that area must make a DC
this effect. 13 Dexterity saving throw. A creature takes 26
(4d12) bludgeoning damage and is knocked prone
on a failed save, or half as much damage and is not
Dreamwalker's Breath knocked prone on a successful one.
Type: Action.
Frenzied Berserker
Thunder Clap (Recharge 6) Type: Trait.
Type: Action.
While the girallon has less than full hit points,
Talent Cost: 2 (Counts as 2 Talents). the girallon gains advantage on all melee weapon
Prerequisite Storm Mantle attack rolls and all Intelligence, Wisdom, and
Charisma saving throws, but attack rolls against it
The storm giant magically causes lightning and have advantage.
thunder to erupt within its vicinity. Each creature
within 30 feet of it must make a DC 17 Constitution
saving throw. On a failed save, the target takes
24 (7d6) lightning damage and 24 (7d6) thunder
damage and is stunned until the end of the storm
giant's next turn. On a successful save, the target
takes half as much damage and isn't stunned.
Maneuver Allies
Type: Action.
Maneuver Allies (Recharge 5-6). Up to three allies
within 60 feet of the flind that can hear it can each
use their reaction to move up to half their speed
Gnolls without provoking opportunity attacks.
Distracting Strike
Type: Action.
32 Chapter 1. Volo's Guide to Monsters
Gnoll Flesh Gnawer Pack Attack
The gnoll flesh gnawer (CR 1) can have 1 talent. Type: Trait.
The gnoll deals an extra 3 (1d6) damage with its
melee weapon attacks against a creature if at least
Improved Rampage two of the gnoll's allies are within 5 feet of the
Type: Trait. target and the allies are not incapacitated.
When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn, the gnoll can take
a bonus action to move up to its speed and make a Sharpshooter
bite attack. Type: Trait.
The gnoll's ranged weapon attacks ignore half
cover and three-quarters cover and attacking at
Pack Attack long range doesn't impose disadvantage on the
Type: Trait. gnoll's ranged weapon attack rolls.
The gnoll deals an extra 3 (1d6) damage with its
melee weapon attacks against a creature if at least
two of the gnoll's allies are within 5 feet of the Steady Aim
target and the allies are not incapacitated. Type: Action.
Steady Aim (3/Day). As a bonus action, the gnoll
takes careful aim at a creature it can see within
Rend range of its ranged weapon. Until the end of its
Type: Trait. turn, the gnoll deals an an extra 3 (1d6) damage
If a creature is hit by both of the gnoll's shortsword with its ranged weapon attack against the target.
attacks in the same turn, it takes an extra 3 (1d6)
slashing damage.
Rushing Bite
Type: Trait.
When the gnoll uses its multiattack action, it can
use Sudden Rush in place of its two shortsword
attacks.
Gnoll Hunter
The gnoll hunter (CR 1/2) can have 1 talent.
Improved Rampage
Type: Trait.
When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn, the gnoll can take
a bonus action to move up to its speed and make a
bite attack.
Undead Husk
Type: Trait.
The witherling is resistant to piercing damage from
nonmagical weapons.
Grung
The grung (CR varies) can have 1 talent. The grung
elite warrior and grung wildling can also select
from the talents listed below.
Debilitating Bite
Type: Trait. Noxious Skin
A creature hit by the witherling's bite attack must Type: Trait.
succeed on a DC 11 Constitution saving throw Any creature that starts its turn while poisoned
against disease or become poisoned until the from the grung's poisonous skin takes 2 (1d4)
disease is cured. For every 24 hours that elapses, poison damage.
the target must repeat the saving throw, reducing
its hit point maximum by 2 (1d4) on a failure. The
disease is cured on a success. The target dies if the Grung Rush
disease reduces its hit point maximum to 0. This Type: Action.
reduction to the target's hit point maximum lasts The grung can take a bonus action to move up to
until the disease is cured. its speed (possibly using its standing leap feature)
toward an enemy that it can see or hear. If it ends
up within 5 feet of that enemy, it can make one
Improved Rampage melee weapon attack. If the grung hits, the target
Type: Trait. must make a DC 8 Strength saving throw or be
When the witherling reduces a creature to 0 knocked prone. If the grung misses its attack, it
34 Chapter 1. Volo's Guide to Monsters
immediately ends it turn and all attacks made it can make one melee weapon attack as a bonus
against the grung have advantage until the start of action.
its next turn.
Spasmodic Hop
Type: Reaction.
When a creature the grung can see moves within 5
feet of the grung, the grung moves up to its speed Guard Drake
without provoking opportunity attacks. The guard drake (CR 2) can have 1 talent.
Natural Immunity
Type: Trait.
Grung Elite Warrior The guard drake has immunity to acid, cold, fire,
lightning, or poison based on the dragon it was
The grung (CR 2) can have 1 talent.
created from (i.e. acid from black dragon, fire from
red dragon, etc.).
Sharpshooter
Type: Trait.
Pounce
The grung's ranged weapon attacks ignore half Type: Trait.
cover and three-quarters cover and attacking at
If the guard drake moves at least 20 feet straight
long range doesn't impose disadvantage on the
toward a creature and then hits it with a bite attack
grung's ranged weapon attack rolls.
on the same turn, that target must succeed on a DC
13 Strength saving throw or be knocked prone.
Steady Aim
Type: Action.
Steady Aim (3/Day). As a bonus action,
the grung takes careful aim at a creature it
can see within range of its ranged weapon.
Until the end of its turn, the grung deals an
an extra 3 (1d6) damage with its ranged
weapon attack against the target.
Grung Wildling
The grung (CR 1) can have 1 talent.
Battle Magic
Type: Trait.
When the grung uses its action to cast a
spell that has a casting time of 1 action,
Deceitful
Type: Trait.
The annis hag has advantage on Charisma checks
when trying to pass herself as a different person.
In addition, creatures' Wisdom (Insight) checks
and Intelligence (Investigation) checks made
against the annis hag have disadvantage.
Despairing Cackle
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Despairing Cackle (Recharge 5-6). Each creature
within 30 feet of the annis and able to hear the
annis must succeed on a DC 13 Wisdom saving
throw. On a failed save, the target takes 11 (2d8 +
2) psychic damage, drops whatever it is holding,
and becomes frightened for one minute. While
frightened in this way, a creature must take the
Dash action and move away from the annis by the
safest available route on each of its turns, unless
there is nowhere to move, in which case it needn't
take the Dash action. If the creature ends its turn
in a location where it doesn't have line of sight to
the annis, the creature can repeat the saving throw.
On a success, the effect ends. If a creature's saving
36 Chapter 1. Volo's Guide to Monsters
(Perception), Wisdom (Survival) checks, and of each of its turns. On a success, the effect ends on
Dexterity (Stealth) checks while in craggy, hillside, the target.
or mountainous terrain.
Hobgoblin Devastator Once during its turn when the hobgoblin hits a
target with a weapon attack and has advantage on
The hobgoblin devastator (CR 4) can have a
maximum of 2 talents. the attack roll, it deals an extra 3 (1d6) damage.
Distracting Magic
Type: Trait.
When the hobgoblin hits a creature with a
damaging spell attack, the next attack roll made
against the target before the end of its next turn
has advantage.
Radiant Weapons
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The ki-rin's melee weapon attacks deal an extra 4
The kobold deals an extra 2 (1d4) damage with its
(1d8) radiant damage.
melee weapon attacks against a creature if at least
two of the kobold's allies are within 5 feet of the
target and the allies are not incapacitated.
Smite Evil
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Shifty
When the ki-rin hits an evil creature with a melee Type: Trait.
weapon attack, it can expend one spell slot to deal The kobold can take a bonus action to take the
radiant damage to the target, in addition to the Disengage action.
weapon's damage. The extra damage is 2d8 for a
1st-level spell slot, plus 1d8 for each spell level
higher than 1st, to a maximum of 5d8. The damage
increases by 1d8 if the target is an undead or a
fiend, to a maximum of 6d8. If the target is a non-
evil creature, the target receives no extra radiant
Kobold Dragonshield
The kobold dragonshield (CR 1) can have 1 talent.
damage.
Protection
Swift Spellcaster (3/day) Type: Reaction.
Type: Trait.
When a creature the kobold can see attacks a target
Talent Cost: 3 (Counts as 3 Talents). other than itself within 5 feet of it, the kobold
The ki-rin can take a bonus action to cast a spell imposes disadvantage on the attack roll.
that has a casting time of 1 action.
Shield Charge
Kobolds Type: Action.
All kobolds can select from the talents below.
The kobold gains a shield slam melee attack.
Shield Slam. Melee Weapon Attack: +3 to hit, reach
Pack Attack 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning
Type: Trait. damage.
Volatile Inventions
Type: Trait.
Volatile Inventions. When the kobold takes
damage that is not poison or psychic damage, roll
1d20. On a roll of 1 to 5, the kobold's invention
backpack explodes. All remaining weapon
Korred
The korred (CR 7) can have a maximum of 3 talents.
inventions are instantly thrown at a random square
within 5 feet of the kobold.
Fool's Dance
Type: Action.
Fool's Dance. The korred chooses a creature
it can see within 30 feet of it. The target must
make a DC 13 Wisdom saving throw. On a failed
save, it takes 13 (3d8) psychic damage and must
immediately use its reaction to perform a comical
dance (shuffling, tapping its feet, and capering) and
move as far as half its speed allows away from the
korred. This movement will provoke opportunity
attacks. On a successful save, the target takes half
as much damage and doesn’t dance and move away.
Creatures that can't be charmed are immune to this
feature.
Forceful Rock
Type: Trait.
A creature hit by a korred's rock attack while the
korred is on the ground must succeed on a DC 17
Strength or be knocked prone.
Talent Cost: 2 (Counts as 2 Talents). Rhyme of Calling. The korred can use a bonus
action to target up to two creatures within 30 feet
Hair Slam. The korred slams a creature grappled of it that can hear it. Each target can use their
by its hair into another creature it can see within reaction to move up to half its speed without
30 feet of it or a solid surface. Each creature must provoking opportunity attacks.
succeed on a DC 13 Strength saving throw or take
10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6)
bludgeoning damage if the korred is on the ground, Stone Stride
and be stunned until the end of the korred's next Type: Action.
turn. On a successful save, the target takes half the
bludgeoning damage and isn't stunned. Stone Stride. Once on its turn, the korred can use
If the korred uses multiattack, it can replace one of 10 feet of its movement to step magically into one
its attacks with Hair Slam. stone formation within its reach and emerge from
a second stone formation within 60 feet of the
first stone formation, appearing in an unoccupied
space within 5 feet of the second stone. Both stone
formations must be Large or bigger.
Rear Kick
Type: Reaction. Corrupt Thoughts (Recharge 5-6)
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Corrupt Thoughts (Recharge 5-6). The meenlock
Rear Kick. When a creature moves within 5 feet of
targets a humanoid creature within 30 feet of it.
the leucrotta and the leucrotta can see the creature,
The creature must succeed on a DC 11 Wisdom
the leucrotta can attack it with its hooves. If the
saving throw. A nongood creature has disadvantage
leucrotta hits, the target must succeed on a DC 14
on the saving throw. On a failed save, the creature
Strength saving throw or be pushed 5 feet and be
takes 14 (4d6) psychic damage and is cursed
knocked prone.
Chapter 1. Volo's Guide to Monsters 43
for 1 minute. Until the curse ends, the target has Arcane Tradition
disadvantage on Wisdom and Intelligence saving Type: Trait.
throws, all ability checks, and the meenlock is Talent Cost: 3 (Counts as 3 Talents).
always invisible to it. On a successful save, the
creature takes only half as much damage and isn't The alhoon has mastered knowledge of one arcane
cursed. tradition from the wizard class of its choice. It
gains the features (whatever may apply) of that
arcane tradition as if the alhoon is a 16th level
Wizard.
Horrid Link
Type: Trait.
Horrid Link. As a bonus action, the meenlock Enslave Humanoid (3/day)
targets a creature it can see within 30 feet of it. Type: Action.
Each time the meenlock takes damage, the target
takes 5 (1d10) psychic damage. This effect lasts Talent Cost: 2 (Counts as 2 Talents).
until the start of the meenlock's next turn. The alhoon targets one incapacitated humanoid
creature it can see within 30 feet of it. The target
must succeed on a DC 16 Intelligence saving throw
Shadow Strike or be magically charmed by the alhoon until the
Type: Trait. alhoon dies or until it is on a different plane of
existence from the target. The charmed target is
After the meenlock uses Shadow Teleport, it then
under the alhoon's control and can't take reactions,
has advantage on the first melee attack it makes
and the alhoon and the target can communicate
before the end of the turn.
telepathically with each other over any distance.
Whenever the charmed target takes damage, the
target can repeat the saving throw. On a success,
Twisted Thoughts (Recharge 5-6) the effect ends. No more than once every 24 hours,
Type: Action. the target can also repeat the saving throw when it
Twisted Thoughts (Recharge 5-6). The meenlock is at least 1 mile away from the alhoon.
chooses up to two humanoid creatures it can see
within 30 feet of it. Each target must succeed on a
DC 11 Intelligence saving throw. On a failed save, Fear Aura
the target must use its reaction to move up to half Type: Trait.
its speed and make one weapon attack against a
A creature hostile to the alhoon that starts its
creature of the meenlock's choice.
turn within 20 feet of the alhoon must make a
DC 15 Wisdom saving throw, unless the alhoon
is incapacitated. On a failed save, the target is
frightened until the start of its next turn. If a
creature's saving throw is successful, the creature
is immune to the alhoon's Fear Aura for the next 24
hours.
Mindflayers
Innate Spellcaster (Psionics)
Type: Trait.
Alhoon The alhoon's innate spellcasting ability is
The alhoon (CR 10) can have a maximum of 4 Intelligence (spell save DC 16). The alhoon can
talents. innately cast the following spells, requiring no
material components:
Legendary Resistance
Type: Trait.
Legendary Resistance (1/Day). If the alhoon fails a
saving throw, it can choose to succeed instead.
Legendary Spell
Type: Legendary Action.
Cast Spell (Costs 2 Actions). The elder brain
casts a spell.
Psychic Defense
Type: Trait.
As long as the ulitharid is not incapacitated, it has
advantage to Intelligence, Wisdom, and Charisma
saving throws against paralysis and illusions, as
well as to resist being charmed, frightened, or
stunned.
Mindwitness
The mindwitness (CR 5) can have a maximum of 2
talents.
legendary actions at the start of its turn.
Shift. The ulitharid moves up up to 10 feet without
provoking opportunity attacks. Extended Tentacle
Tentacles (Costs 2 Actions). The ulitharid attacks Type: Trait.
with its tentacles. The mindwitness's tentacle has a reach of 10 ft.
Cast Spell (Costs 2 Actions). The ulitharid
casts a spell.
Recharge Mind Blast (Costs 3 Actions,1/Day). Extract Brain
The ulitharid recharges its Mind Blast feature. Type: Action.
Extract Brain. Melee Weapon Attack: +5 to hit,
Psionic Shield (3/day) reach 5 ft., one incapacitated humanoid grappled by
the mindwitness. Hit: 44 (8d10) piercing damage.
Type: Reaction.
If this damage reduces the target to 0 hit points,
48 Chapter 1. Volo's Guide to Monsters
the mindwitness kills the target by extracting and Morkoth
devouring its brain. The morkoth (CR 11) can have a maximum of 4
talents.
Eye Rays Salvo (Recharge 5-6). The mindwitness Talent Cost: 2 (Counts as 2 Talents).
shoots all six magical eye rays, choosing up to six The morkoth's hypnosis attack extends to a 60-foot
targets it can see within 120 feet of it. cone.
Potent Hypnosis
Type: Trait. Neogi
Talent Cost: 2 (Counts as 2 Talents). Both neogi and neogi master can select from the
talents below.
A creature has disadvantage on saving throws
made against the morkoth's hypnosis attack.
Tentacle Slam
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Tentacle Slam. The morkoth slams a creature
Magic Resistance
Type: Trait.
Magic Resistance. The neogi has advantage on
saving throws against spells and other magical
effects.
Venomous Spittle
Type: Action.
The neogi can use venomous spittle.
Venomous Spittle. Ranged Weapon Attack: +5 to
hit, reach 30 ft., one target. Hit: 7 (2d6) poison
damage and the target must succeed on a DC 12
Constitution saving throw or become poisoned for
one minute.
Neogi Master
The neogi master (CR 4) can have a maximum of 2
talents.
Spellcasting When the neogi uses its action to cast a spell that
Type: Trait. has a casting time of 1 action, it can make one claws
attack as a bonus action.
Spellcasting. The neogi is a 2nd-level spellcaster.
Its spellcasting ability is Charisma (spell save
DC 12, +4 to hit with spell attacks). It regains its Pop Hatchlings
expended spell slots when it finishes a short or long Type: Trait.
rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast (+2 bonus to each Talent Cost: 2 (Counts as 2 Talents).
damage roll), minor illusion Pop Hatchlings (Recharge 5-6). In response to
1st level (2/day): arms of Hadar, hex taking bludgeoning, piercing, or slashing damage,
the neogi can release 1d4 neogi hatchlings. The
neogi hatchlings appear in unoccupied spaces
within 5 feet of the neogi and acts as its allies.
The neogi hatchlings act right after the neogi on
the same initiative count and fight until they're
destroyed. The neogi can only release up to a total
of 12 neogi hatchlings.
Psionic Aura
Type: Trait.
An aura of unstable psionic energy constantly
Command Fool
Orcs
All orcs can select from the talents below.
Type: Trait.
Command Fool. As a bonus action, the nilbog
targets one creature charmed by it that the nilbog
can see within 30 feet of it. If the target can see Frenzied Berserker
or hear the nilbog, the target can use its reaction
Type: Trait.
to make one melee attack against a target of the
nilbog's choice. While the orc has less than full hit points, the orc
gains advantage on all melee weapon attack rolls
and all Intelligence, Wisdom, and Charisma saving
Multiattack throws, but attack rolls against it have advantage.
Type: Trait.
The nilbog makes two melee attacks or two ranged Power Attack
attacks.
Type: Trait.
Prerequisite: Must be using a heavy weapon.
Protective Fool Before the orc makes a melee weapon attack, it can
Type: Reaction. choose to take a -5 penalty to the attack roll. If the
When the nilbog is hit by an attack, one creature attack hits, it adds +10 to the attack's damage.
within 5 feet of the nilbog that is charmed by it
must use its reaction to be hit by the attack instead.
Ilneval's Maneuver
Rusher Type: Trait.
Type: Trait. Ilneval's Maneuver. When the orc hits a creature
Rusher. The orc can take a bonus action to move with a melee weapon attack, it can use a bonus
up to its speed toward a hostile creature that it can action to choose one allied orc that can hear it.
see. If the orc ends its movement within 5 feet of The allied orc can then use its reaction to move up
the target, the orc can make a melee weapon attack to half its speed without provoking opportunity
against it. attacks from the target of its attack.
Second Wind. The orc can take a bonus action to Talent Cost: 2 (Counts as 2 Talents).
regain hit points equal to 1d10 plus its number of Ilneval's Opening. When the orc hits a creature
Hit Dice. with a melee weapon attack, it can use a bonus
action to choose one allied orc that can hear it
within 5 feet of the target of its attack. The allied
Multiattack
Tanarukk
The Tanarukk (CR 5) can have a maximum of 2
Type: Trait. talents.
The orc makes two scimitar attacks. It can replace
one of these attacks with Touch of the White Hand.
Cleaving Swing (Recharges 5-6)
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 Type: Trait.
ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Cleaving Swing (Recharges 5-6). Each creature
within 5 feet of the tanarukk must succeed on a
DC 15 Dexterity saving throw, taking 11 (2d6 + 4)
slashing damage on a failed save, or half as much
Orc Nurtured One damage on a successful one.
The orc nurtured one of Yurtrus (CR 1/4) can have
1 talent.
Fearsome Charge
Type: Trait.
Potent Carrier If the tanarukk moves at least 10 feet straight
Type: Trait. toward a target and then hits it with a greatsword
attack on the same turn, the target takes an extra 7
A creature has disadvantage to its saving throw (2d6) slashing damage. If the target is a creature, it
against the orc's Corrupted Carrier feature if it is must succeed on a DC 11 Wisdom saving throw or
within 5 feet of the orc when it explodes. be frightened until the end of the tanarukk's next
turn.
Naturally Insidious
Type: Trait.
Orc Red Fang The tanarukk has advantage on all Charisma checks
The orc red fang of Shargaas (CR 3) can have a when lying, intimidating and manipulating others
maximum of 2 talents. to further its agenda or for self-preservation.
Combat Advantage
Type: Trait.
Once during its turn when the orc hits a target with
a weapon attack and has advantage on the attack
roll, it deals an extra 3 (1d6) damage.
Quickling
The quickling (CR 1) can have 1 talent.
Swift Veil of Shargaas
Type: Trait. Innate Spellcaster
The orc can use a bonus action to cast darkness Type: Trait.
Redcap
The redcap (CR 3) can have a maximum of 2 talents.
Ink Cloud
Type: Action.
Prerequisite: Piscine Anatomy (Tentacle).
Ink Cloud (Recharges after a Short or Long
Rest). A 10- foot-radius cloud of ink extends all
around the sea spawn if it is underwater. The
Shadow Mastiff
The shadow mastiff (CR 1) can have 1 talent.
area is heavily obscured for 1 minute, although
a significant current can disperse the ink. After
Fade into Shadow (1/day)
Type: Reaction.
When in dim light or darkness and a creature the
shadow mastiff can see attacks the shadow mastiff,
the shadow mastiff can take the Hide action.
Throat Bite
Type: Trait.
Throat Bite. If the shadow mastiff hits a prone
creature, the hit is automatically a critical hit.
Slithering Tracker
The slithering tracker (CR 3) can have a
maximum of 2 talents.
Blood Sustenance
Type: Trait.
Once per turn, the slithering tracker regains 3
(1d6) hit points when it deals necrotic damage
to a creature.
Blood-Draining Slam
Type: Trait.
A creature hit by the slithering tracker's slam
attack must succeed on a DC 13 Constitution
saving throw or take 5 (1d10) necrotic damage.
Multiattack
Type: Trait.
Infested Form When the spawn of Kyuss uses its Burrowing Worm
feature, it launches up to two worms.
Type: Trait.
Infested Form. A creature that touches the spawn
or hits it with a melee attack while within 5 feet Wormburst
of it must make a DC 11 Dexterity saving throw Type: Trait.
or become infected by a worm (see effects of
Burrowing Worm). Talent Cost: 2 (Counts as 2 Talents).
Wormburst (Recharge 5-6). The spawn of kyuss
expels worms from its body, striking creatures
Nauseating Presence around it. Each creature within 10 feet of it must
Type: Trait. succeed on a DC 15 Dexterity saving throw. On a
failed save, 1d4 + 1 worms latches on the target's
Nauseating Presence. Any creature that starts
skin (see effects of Burrowing Worm).
its turn within 5 feet of the spawn of kyuss must
succeed on a DC 15 Constitution saving throw or
Tlincalli
The tlincalli (CR 5) can have a maximum of 2
talents.
Hardened Skin
Type: Trait.
The tlincalli is resistant to piercing and slashing
damage from nonmagical weapons that aren't
adamantine.
Improved Multiattack
Type: Action.
Stench
Type: Trait.
Stench. Any creature that starts its turn within
5 feet of the tlincalli must succeed on a DC 14
Constitution saving throw or become poisoned
until the start of the creature's next turn. If a
creature's saving throw is successful, the creature
Vargouille
The vargouille (CR 1) can have 1 talent.
is immune to the Stench for the next 24 hours.
Flyby
Type: Trait.
The vargouille doesn't provoke opportunity attacks
when it flies out of an enemy's reach.
Trapper
The trapper (CR 3) can have a maximum of 2
talents.
Ambusher
Type: Trait.
Ambusher. The trapper has advantage on attack
rolls against any creature it has surprised.
Gluttonous
Type: Trait.
Ambusher. The trapper can smother up to two
Medium or smaller creatures at a time.
Poisonous Bite
Type: Trait.
A creature that takes damage from the vargouille's
bite attack is poisoned until the end of the
vargouille's next turn.
Vegepygmy Chief
The vegepygmy chief (CR 2) can have 1 talent.
Venomous Spittle
Type: Action. Paralyzing Spores
Venomous Spittle. Ranged Weapon Type: Trait.
Attack: +4 to hit, reach 30 ft., one target. Hit: 7 A creature that fails its saving throw against the
(2d6) poison damage. vegepygmy's Spores by 5 or more is also paralyzed
while poisoned.
Wood Woad
Vegepygmies The wood woad (CR 5) can have a maximum of 2
Both vegepygmies can select from the talents talents.
below. The vegepygmy (CR 1/4) can have 1 talent.
Ambusher
Ambusher Type: Trait.
Type: Trait.
Ambusher. The wood woad has advantage on
Ambusher. The vegepygmy has advantage on attack rolls against any creature it has surprised.
attack rolls against any creature it has surprised.
Innate Spellcaster
Innate Spellcaster Type: Trait.
Type: Trait.
The wood woad's innate spellcasting ability is
The vegepygmy's innate spellcasting ability is Wisdom (spell save DC 12). The wood woad can
Xvarts
Both xvarts can select from the talents below. The
xvart (CR 1/8) can have 1 talent.
Combat Advantage
Type: Trait.
Once during its turn when the xvart hits a target
with a weapon attack and has advantage on the
attack roll, it deals an extra 3 (1d6) damage.
Cast Net
Type: Action.
Cast Net (Recharges after a Short or Long Rest).
Ranged Weapon Attack: +4 to hit, range 5/15 ft.,
one Large or smaller target. Hit: The creature is
restrained. As an action, the restrained creature can
make a DC 15 Strength check, escaping from the net
on a success. The effect ends if the net is destroyed.
The net has AC 10, 5 hit points, resistance to
Yuan-ti
Yeth Hound
The yeth hound (CR 4) can have a maximum of 2
talents. Yuan-ti Anathema
The anathema (CR 12) can have a maximum of 5
talents.
Magic Resistance
Type: Trait.
Acidic Skin
Magic Resistance. The yeth hound has advantage Type: Trait.
on saving throws against spells and other magical
effects. The anathema secretes acid from its body. A
creature that isn't a yuan-ti that touches the
anathema or hits it with a melee attack while
Mind-Wracking Baying within 5 feet of it takes 4 (1d8) acid damage. In
addition, the melee attacks of the anathema deal an
Type: Trait.
extra 7 (2d6) acid damage.
A creature that fails its saving throw against the
yeth hound's Baleful Baying takes 7 (2d6) psychic
damage. Debilitating Poison
Type: Trait.
Legendary Resistance
Type: Trait.
Legendary Resistance (1/Day). If the anathema
fails a saving throw, it can choose to succeed
instead.
Paralyzing Ophidiophobia
Type: Trait.
A creature that fails its saving throw against the
anathema's Ophidiophobia Aura by 5 or more is
also paralyzed while frightened this way.
The anathema can take a bonus action to cast a
spell that has a casting time of 1 action.
Poison Breath (Recharge 5-6)
Type: Action. Tail Swipe (Recharge 5-6)
Talent Cost: 2 (Counts as 2 Talents). Type: Action.
Poison Breath (Recharge 5-6). The anathema's Tail Swipe (Recharge 5-6). The anathema violently
serpentine heads exhales poison in an 60-foot line swings its tail around, knocking targets down.
that is 5 feet wide. Each creature in that line must Each creature within 15 feet of the anathema must
make a DC 16 Constitution saving throw, taking 35 succeed on a DC 18 Strength saving throw, taking
(10d6) poison damage on a failed save, or half as 16 (3d6 + 6) bludgeoning damage and is knocked
much damage on a successful one. prone on a failed save, or half as much damage
When the anathema uses its Multiattack and and isn't knocked prone on a successful one. The
Poison Breath is available, it can use Poison Breath anathema can't use Tail Swipe if it has a creature
in place of Flurry of Bites. grappled with its Constrict feature.
When the anathema uses its Multiattack and Tail
Swipe is available, it can use Tail Swipe in place of
Swift Spellcaster (3/day) one melee attack.
Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
Acidic Skin
Type: Trait. Mind Poison
Type: Trait.
The broodguard secretes acid from its body. A
creature that isn't a yuan-ti that touches the A creature that takes psychic damage from the
broodguard or hits it with a melee attack while yuan-ti's Mind Fangs feature gains disadvantage to
within 5 feet of it takes 2 (1d4) acid damage. In Intelligence, Wisdom, and Charisma ability checks
addition, the melee attacks of the broodguard deal and saving throws until the end of the yuan-ti's
an extra 3 (1d6) acid damage. next turn.
Venomous Bite
Type: Trait.
The broodguard's bite deals an extra 4 (1d8)
poison damage.
Yuan-ti Nightmare
Speaker
The yuan-ti nightmare speaker (CR 4) can have a
maximum of 2 talents.
Command Serpent
Type: Action.
Command Serpent. The yuan-ti chooses one beast
(serpent-type only) it can see within 60 feet of it. If
the target can see and hear the yuan-ti, the target
can use its reaction to move up to half its speed and
make one melee weapon attack.
When the yuan-ti uses its Multiattack, it can use
Command Serpent in place of one of its bite attacks.
Debilitating Poison
Type: Trait.
A creature that takes poison damage from the yuan-
ti's bite attack must make a DC 12 Constitution
saving throw or be poisoned for 1 minute.
Merrshaulk's Nightmare
Type: Trait.
A creature that awakens from Merrshaulk's
Slumber is frightened for 1 minute. A frightened
Aura of Insanity
Type: Trait.
Fade into the Ether (3/day)
Type: Reaction.
When a creature starts its turn within 30 feet of the
In response to being hit by an attack and the
allip and is able to hear the allip, the creature must
succeed on a DC 14 Charisma saving throw, unless allip can see the attacker, the allip shifts into the
Ethereal Plane and back, causing the attack to
the allip is incapacitated.
attack to miss.
68 Chapter 2. Mordenkainen's Tome of Foes
Flyby
Type: Trait.
The allip doesn't provoke opportunity attacks when
it flies out of an enemy's reach.
Frightful Presence
Type: Action.
Each creature of the allip's choice that is within 60
feet of the allip and aware of it must succeed on a
DC 13 Wisdom saving throw or become frightened
for 1 minute. A frightened creature can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for
it, the creature is immune to the allip's Frightful
Presence for the next 24 hours.
Touch of Insanity
Type: Trait.
A creature that takes psychic damage from the
allip's Maddening Touch attack must succeed on
a DC 14 Charisma saving throw. On a failed save,
the creature can't take reactions until the start of
a DC 24 Constitution saving throw or be stunned
its next turn and rolls a d10 to determine what it
and knocked prone until the end of the astral
does during that turn. On 1-4, the creature does
dreadnought's next turn.
nothing except mutter words incoherently. On 5-7,
the creature takes no action but uses all its movement
to move in a random direction. On 8-10, the creature
makes one melee attack against a random creature, or
Devastating Roar (Recharge 5-6)
it does nothing if no creature is within reach. Type: Action.
Talent Cost: 3 (Counts as 3 Talents).
The astral dreadnought emits a magical roar.
Each creature within 240 feet that can hear its
roar must succeed on a DC 22 Wisdom saving
Astral Dreadnought throw. On a failed save, the target takes 18 (4d8)
psychic damage and 18 (4d8) thunder damage
The astral dreadnought (CR 21) can have a
maximum of 8 talents. and is deafened and frightened for one minute. If
a creature fails its saving throw by 5 or more, the
creature is also paralyzed while frightened this
way. A frightened creature can repeat the saving
Crushing Tail throw at the end of each of its turns, ending both
Type: Trait.
effects on itself on a success. On a successful save,
Prerequisite: Improved Multiattack the target takes half as much damage and isn't
If the astral dreadnought's tail attack roll against a deafened or frightened.
target succeeds by 5 or more, the target must make When the astral dreadnought uses Multiattack
and Devastating Roar is available, the astral
Chapter 2. Mordenkainen's Tome of Foes 69
dreadnought can use Devastating Roar in place of Squeeze. If a Huge or smaller creature is hit
its bite. by the astral dreadnought's claw, it is grappled
(escape DC 19). Until this grapple ends, the
target is restrained, the astral dreadnought can
Extra Legendary Action automatically hit the target with its claw, but can't
Type: Trait. use this claw against other targets.
Talent Cost: 2 (Counts as 2 Talents).
The astral dreadnought can take 1 extra legendary Sundering Claw
action before the start of its next turn. The Type: Trait.
astral dreadnought can retake this talent up one
If the astral dreadnought's claw attack roll against
additional time. The extra legendary action stacks.
a target succeeds by 5 or more, and the target is
wearing armor or a shield, the target must make a
DC 24 Strength saving throw. If the target's armor
Improved Multiattack or shield is magical, the target gains advantage on
Type: Trait. the saving throw. On a failed save, target's armor
Talent Cost: 3 (Counts as 3 Talents). or shield (chosen randomly) takes a permanent and
cumulative -1 penalty to the AC it offers. Armor
Prerequisite: Tail Slam
reduced to an AC of 10 or a shield that drops to a +0
Multiattack. The astral dreadnought makes four bonus is destroyed.
attacks: one with its bite, two with its claws, and
one with its tail.
Tail Slam. Melee Weapon Attack: +16 to hit, reach Thick Armor Plating
20 ft., one target. Hit: 25 (3d10 + 9) bludgeoning Type: Trait.
damage. The astral dreadnought is resistant to bludgeoning,
piercing, and slashing damage from nonmagical
attacks that aren't adamantine.
Redirect Central Eye
Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
When a creature the astral dreadnought can see but
isn't within its anti-magic cone casts a spell or uses Balhannoth
a magical item but before it takes effect, the astral The balhannoth (CR 11) can have a maximum of 4
dreadnought turns its opened eye facing towards talents.
the creature.
Antimagic Grasp
Resistant Armor Plating Type: Trait.
Type: Trait.
Antimagic Grasp. A creature grappled by the
The astral dreadnought is resistant to cold, fire, and balhannoth functions as if caught within an area of
lightning damage. antimagic, as in the antimagic field spell.
Enticing Presence
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Enticing Presence. Any non-balhannoth creature
that starts its turn within 60 feet of the balhannoth
must make a DC 14 Wisdom saving throw. On a
failed save, the creature becomes charmed by
the balhannoth for l minute. While charmed by
the balhannoth, a target is incapacitated. If the
charmed target is more than 5 feet away from the
balhannoth, the target can take the Dash action on
its turn to move toward the balhannoth by the most
direct route. It doesn't avoid opportunity attacks,
but before moving into damaging terrain, such as
lava or a pit, and whenever it takes damage from
lock around it. Other creatures can’t teleport to or
a source other than the balhannoth, a target can
from a space within 60 feet of the balhannoth. Any
repeat the saving throw.
attempt to do so is wasted.
A creature can repeat the saving throw at the end
The balhannoth can take a bonus action to dismiss
of each of its turns, ending the effect on itself on a
the aura.
success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune to
the balhannoth's Enticing Presence for the next 24
Devour Magic hours.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Devour Magic. A creature that takes damage Extra Legendary Action
from a balhannoth's bite attack must make a DC Type: Trait.
16 Wisdom saving throw or have one of its magic Talent Cost: 2 (Counts as 2 Talents).
items lose all magical properties for 1 hour. If the
The balhannoth can take 1 extra legendary action
object is a charged item, it also loses 1d6 charges.
before the start of its next turn. The balhannoth
Determine the affected item randomly, ignoring
can retake this talent up one additional time. The
single-use items such as potions and scrolls.
extra legendary action stacks.
Dark Secret
Type: Action.
Dark Secret (Recharges after the berbalang casts
speak with the dead). The berbalang chooses a
creature within 30 feet of it and shares a dark,
shocking secret about it. Each ally of the target
within 30 feet of the berbalang that can hear it
must succeed on a DC 13 Wisdom saving throw or
be stunned until the end of the berbalang's next
turn.
Flyby
Type: Trait.
The berbalang doesn't provoke opportunity attacks
when it flies out of an enemy's reach.
Portent
Type: Trait.
Portent (Recharges after the berbalang casts
speak with the dead). When the berbalang or a
creature it can see makes an attack roll, a saving
throw, or an ability check, the berbalang can roll a
d20 and choose to use this roll in place of the attack
roll, saving throw, or ability check.
Haymaker
Type: Trait.
If the cadaver collector's slam attack roll against a
target succeeds by 5 or more, the target must make
a DC 18 Constitution saving throw or be knocked
unconscious until the end of the cadaver collector's
next turn.
Impale
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Impale. The cadaver collector attempts to impale
a creature it has grappled. The creature must
succeed on a DC 18 Strength saving throw or speed.
take 14 (2d8 + 5) piercing damage and 9 (2d8) Slam (Costs 2 Actions). The cadaver collector
necrotic damage and be restrained (escape DC 15). makes a slam attack.
While restrained, the target takes 9 (2d8) piercing Recharge Paralyzing Breath (Costs 3 Actions,1/
damage and 9 (2d8) necrotic damage at the start of Day). The cadaver collector recharges its
each of its turns. The cadaver collector can impale Paralyzing Breath.
up to 8 Medium creatures, 1 Large and 6 Medium Whirling Limbs (Costs 3 Actions). The cadaver
creatures, 2 Large and 4 Medium creatures, 3 Large collector moves up to half its walking speed in a
and 2 Medium creatures, or 4 Large creatures. straight line and targets each creature within 10
feet of it during its movement. Each target must
succeed on a DC 18 Dexterity saving throw or take
Legendary Actions 18 (3d8 + 5) bludgeoning damage and 16 (3d10)
Type: Action. necrotic damage.
Iron Cobra
The iron cobra (CR 4) can have a maximum of 2
talents.
Deadly Bite
Type: Trait.
If the iron cobra's bite attack roll against a
target succeeds by 5 or more, the target gains
disadvantage to the bite's saving throw that turn.
Quick Reflexes
Type: Trait.
The iron cobra has advantage on Initiative rolls and
Lightning-Charged
Type: Trait.
Dexterity saving throws.
The oaken bolter's weapon attacks deal an extra 5
(1d10) lightning damage.
Lightfooted
Type: Trait.
Lightfooted. The iron cobra can take the Dash or
Magic Weapons
Type: Trait.
Disengage action as a bonus action on each of its
turns. Magic Weapons. The oaken bolter's weapon
attacks are magical.
Magic Weapons
Type: Trait. Piercing Bolt (Recharges 5-6)
Type: Action.
Magic Weapons. The iron cobra's weapon attacks
are magical. Talent Cost: 2 (Counts as 2 Talents).
The oaken bolter shoots a bolt forward in a line,
which is 5 foot wide and 60 feet long, before
disappearing. The bolt passes harmlessly through
objects, ignoring cover. Each creature in that line
must make a DC 15 Dexterity saving throw. On a
failed save, a creature takes 15 (2d10 + 4) piercing
Oaken Bolter damage, or half as much damage on a successful
The oaken bolter (CR 5) can have a maximum of 2 one.
talents.
Stone Defender
The stone defender (CR 4) can have a maximum of
2 talents. Corpse Flower
The corpse flower (CR 8) can have a maximum of 3
talents.
Magic Weapons
Type: Trait.
Magic Weapons. The stone defender's weapon Corpse Spray (Recharges 5-6)
attacks are magical. Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Corpse Spray (Recharges 5-6). The corpse flower
Quick Stomp consumes up to four humanoid corpses and
Type: Trait. discharges a powerful jet of putrid body fluids
The stone defender can use quick stomp as a bonus and bones in a 30-foot cone. Each creature in that
action. area must succeed on a DC 14 Constitution saving
throw. On a failed save, a target takes 2d6 piercing
Quick Stomp. Melee Weapon Attack: +6 to hit,
damage and 2d6 necrotic damage for each corpse
reach 5 ft., one prone target. Hit: 6 (1d4 + 4)
consumed by the corpse flower and the target is
bludgeoning damage.
incapacitated until the end of the corpse flower's
next turn. On a successful save, a target takes half
as much damage and isn't incapacitated.
Shield Charge
Type: Trait.
If the stone defender moves at least 10 feet straight Extended Tentacle
toward a target and then hits it with a slam attack Type: Trait.
on the same turn, the target takes an extra 7 (2d6)
The corpse flower's tentacle attack has a reach of
bludgeoning damage and if the target is Large
15 ft.
or smaller, it is knocked prone. If the target is a
creature, it must succeed on a DC 15 Constitution
saving throw or be stunned until the end of the
stone defender's next turn. Extra Corpse Consumption
Type: Trait.
When the corpse flower has at least two humanoid
Shields Up (Recharges 5-6) corpses in its body, the corpse flower can use a
Type: Action. bonus action to digest up to two humanoid corpses
and regain 22 (4d10) hit points. Any equipment on
Shields Up. The stone defender chooses a creature
the corpses is expelled from the corpse flower in its
it can see. Until the start of the stone defender's
space.
next turn, the stone defender can't be targeted
directly by an attack or spell made by the target.
All other attacks made by other creatures against
Deathlocks
Deathlock
The deathlock (CR 4) can have a maximum of 2
talents.
Agonizing Blast
Type: Trait.
Agonizing Blast. When the deathlock casts
eldritch blast, it adds its Charisma modifier
(+3) to the damage it deals on a hit.
Deathlock Mastermind
The deathlock mastermind (CR 8) can have a
Aura of Chilling Cold maximum of 3 talents.
Type: Trait.
Aura of Chilling Cold. Any creature that starts its Agonizing Blast
turn within 5 feet of the deathlock takes 2 (1d4) Type: Trait.
cold damage and can't take reactions until the start
of its next turn. Agonizing Blast. When the deathlock casts eldritch
blast, it adds its Charisma modifier (+3) to the
damage it deals on a hit.
Magic Resistance
Type: Trait.
Aura of Chilling Cold
Magic Resistance. The deathlock has advantage Type: Trait.
on saving throws against spells and other magical
effects. Aura of Chilling Cold. Any creature that starts its
turn within 5 feet of the deathlock takes 3 (1d6)
cold damage and can't take reactions until the start
War Magic of its next turn.
Type: Trait.
War Magic. When the deathlock uses its action to Battle Magic
cast a cantrip, it can make one deathly claw attack Type: Trait.
as a bonus action.
Prerequisite: War Magic.
War Magic
Type: Trait. Terrifying Glare
War Magic. When the deathlock uses its action Type: Action.
to cast a cantrip, it can make one deathly claw or Terrifying Glare. The wight targets one creature it
grave bolts attack as a bonus action. can see within 30 feet of it. If the target can see the
wight, the target must succeed on a DC 13 Wisdom
saving throw or be magically frightened until the
end of the wight's next turn. The frightened target
is paralyzed.
When the wight uses Multiattack, it can use
Deathlock Wight Terrifying Glare in place of one Grave Bolt attack.
The deathlock wight (CR 3) can have a maximum of
2 talents.
Extended Tentacle
Type: Trait.
The alkilith's tentacle attack has a reach of 20 ft.
Improved Multiattack
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Multiattack. The alkilith makes four tentacle
attacks.
Innate Spellcasting
Type: Trait.
Innate Spellcasting. The alkilith's Wisdom score
is increased to 14. The alkilith’s innate spellcasting
ability is Wisdom (spell save DC 14). The alkilith
can innately cast the following spells, requiring no
components:
At-will: detect magic requiring no components:
3/day: stinking cloud 1/day each: cloudkill, enervation.
1/day each: contagion, magic circle.
Legendary Actions
Innate Spellcasting II Type: Action.
Type: Trait.
Talent Cost: 4 (Counts as 4 Talents).
Prerequisite: Innate Spellcasting.
The alkilith gains 3 legendary actions, choosing
Innate Spellcasting II. The alkilith's Wisdom score from the options below. Only one legendary action
is increased to 14. The alkilith can innately cast option can be used at a time and only at the end of
the following spells (Wisdom spell save DC 14), another creature's turn. The alkilith regains spent
requiring no components: legendary actions at the start of its turn.
3/day: dispel magic Slither. The alkilith moves up to half its speed
1/day each: hold monster. without provoking opportunity attacks.
Tentacle (Costs 2 Actions). The alkilith makes a
tentacle attack.
Innate Spellcasting III Guided Madness (Costs 3 Actions). The alkilith
Type: Trait. chooses one creature within 30 feet of it that it
Prerequisite: Innate Spellcasting II. can see that is subjected to its foment madness's
confusion. The target must use its reaction to
Innate Spellcasting III. The alkilith's Wisdom move up to half its speed and make a melee
score is increased to 14. The alkilith can innately weapon attack against a creature of the alkilith's
cast the following spells (Wisdom spell save DC 14),
Chapter 2. Mordenkainen's Tome of Foes 81
choice within 30 feet of the alkilith that the alkilith Grabbing Claws
can see. Type: Trait.
Grabbing Claws. A Large or smaller creature that is
hit by the armanite's claws is grappled (escape DC
Vitriolic Tentacles 15). Until this grapple ends, the target is restrained
Type: Trait. and the armanite can automatically hit the target
Talent Cost: 3 (Counts as 3 Talents). with its claws but can't attack other targets with its
claws.
Vitriolic Tentacles. A creature that takes acid
damage from the alkilith's tentacle attack must
succeed on a DC 16 Dexterity saving throw. On
a failed save, the target takes 9 (2d6 + 2) acid
Forked Lightning Lance
damage at the start of its next turn, and 5 (1d6 + 1) Type: Trait.
acid damage at the start of the turn following that. Talent Cost: 3 (Counts as 3 Talents).
This effect does not stack even if the target takes
Forked Lightning Lance. When the armanite uses
multiple tentacle hits from the alkilith, but each
its Lightning Lance, it looses up to two bolts of
failed save means the target is affected by a new
lightning. The bolts of lightning cannot overlap
application.
with each other.
The effect ends if the target receives magical
healing.
Rear Kick
Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
Command Ghoul
Flyby Type: Trait.
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
Flyby. The dybbuk doesn't provoke opportunity Command Ghoul. The maurezhi can use a bonus
attacks when it flies out of an enemy's reach. action to target a ghoul or ghast it can see within 60
feet of it. If the target can hear the maurezhi, the
target can move up to its speed or make one melee
Mind-Rending Mist weapon attack as a reaction.
Type: Trait.
Mind-Rending Mist. The dybbuk can use a bonus
action to discharge a thin greenish mist around Maneuver Ghouls
it that lasts for 1 minute. Any creature that Type: Action.
starts its turn within 10 feet of the dybbuk must Maneuver Ghouls. Up to four ghouls and/or ghasts
succeed on a DC 12 Wisdom saving throw or take within 60 feet of the maurezhi that can hear the
9 (2d8) psychic damage and gains disadvantage to
84 Chapter 2. Mordenkainen's Tome of Foes
maurezhi can each use their reaction to move up within 60 feet of the maurezhi, acts as an ally of
to half their speed without provoking opportunity the maurezhi and has no talents. It remains for one
attacks. hour, until it or the maurezhi dies.
If the maurezhi uses Multiattack, it can use
Maneuver Ghouls in place of one of its attacks.
Stench
Type: Trait.
Raise Extra Ghoul Stench. Any creature that starts its turn within
Type: Action.
5 feet of the maurezhi must succeed on a DC 12
Talent Cost: 2 (Counts as 2 Talents). Constitution saving throw or be poisoned until the
Raise Ghouls (Recharge 5–6). The maurezhi start of its next turn. On a successful saving throw,
the creature is immune to the maurezhi's or any
targets up to two dead ghouls or ghasts it can see
ghast's Stench for 24 hours.
within 30 feet of it. The target is revived with all its
hit points.
Turning Defiance
Summon Ghouls (1/day) Type: Trait.
Type: Action. Turning Defiance. Any ghasts and ghouls within
60 feet of the maurezhi have advantage on saving
Talent Cost: 3 (Counts as 3 Talents).
throws against effects that turn undead.
A maurezhi summons 2d4 ghouls or 1d4 ghasts. A
summoned ghoul appears in an unoccupied space
Ruthless Presence
Innate Spellcasting II Type: Trait.
Type: Trait.
Ruthless Presence. Any demon with CR 15 or less
Prerequisite: Innate Spellcasting. within 60 feet of the molydeus and can see and
Innate Spellcasting II. The molydeus’s innate hear the molydeus has advantage to saving throws
spellcasting ability is Charisma (spell save DC 22). against being charmed and frightened.
It can innately cast the following spells, requiring
no material components:
3/day: fly, vampiric touch Summon Demon (1/day)
1/day: divine word Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
A molydeus summons 1d4+1 vrocks, 1d3+1 hez-
Frightful Presence rous, 1d3 glabrezus, 1d2 nalfeshnees, one marilith,
Type: Action.
or one goristro. A summoned demon appears in an
Talent Cost: 2 (Counts as 2 Talents). unoccupied space within 60 feet of the molydeus,
acts as an ally of the molydeus, has no talents, and
Frightful Presence. Each creature of the
molydeus's choice that is within 120 feet of the can't summon other demons. It remains for one
minute, until it or the molydeus dies, or until the
molydeus and aware of it must succeed on a DC 22
molydeus dismisses it as an action.
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 Two-Headed
successful or the effect ends for it, the creature is Type: Trait.
immune to the molydeus's Frightful Presence for Two-Headed. The molydeus has advantage on
the next 24 hours. Wisdom (Perception) checks and on saving
When the molydeus uses Multiattack, it can also throws against being blinded, charmed, deafened,
use its Frightful Presence. frightened, stunned, and knocked unconscious.
Piercing Strikes
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Innate Spellcasting
Type: Trait.
Innate Spellcasting. The nabassu’s innate
spellcasting ability is Charisma (spell save DC 16).
It can innately cast the following spells, requiring
no material components:
At-will: darkness, silence
3/day: dispel magic
1/day: enervation
Legendary Actions
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
The nabassu gains 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The nabassu regains spent
Nabassu legendary actions at the start of its turn.
The nabassu (CR 15) can have a maximum of 6 Move. The nabassu moves up to half its speed
talents. without provoking opportunity attacks.
Claws (Costs 2 Actions). The nabassu attacks with
its claws.
Combat Advantage Gaze (Costs 3 Actions). The nabassu uses its Soul-
Type: Trait. Stealing Gaze.
Once during its turn when the nabassu hits a target
with a weapon attack and has advantage on the
attack roll, it deals an extra 10 (3d6) damage.
Regeneration
Type: Trait.
Regeneration. The nabassu regains 10 hit points
Flyby at the start of its turn. If the nabassu takes acid
Type: Trait. or radiant damage, this trait doesn’t function at
the start of its next turn. The nabassu dies only
Flyby. The nabassu doesn't provoke opportunity if it starts its turn with 0 hit points and doesn’t
attacks when it flies out of an enemy's reach. regenerate.
Extended Chains
Type: Trait.
Rutterkin
The rutterkin (CR 2) can have 1 talent. The sibriex's chain attack has a reach of 20 ft.
Swarm Tactics
Type: Trait. Extra Legendary Action
Swarm Tactics. The rutterkin has advantage on an Type: Trait.
attack roll against a creature if at least two other Talent Cost: 2 (Counts as 2 Talents).
allied demons are within 5 feet of the creature and
The sibriex can take 1 extra legendary action before
the allies aren't incapacitated.
the start of its next turn. The sibriex can retake this
talent up one additional time. The extra legendary
action stacks.
Death Throes
Type: Trait.
Death Throes. When the rutterkin dies, it explodes, Form of Madness
and each creature within 5 feet of it must make a Type: Trait.
DC 13 Constitution saving throw, taking 10 (3d6)
Talent Cost: 3 (Counts as 3 Talents).
poison damage on a failed save, or half as much
damage on a successful one. Form of Madness. When a creature starts its turn
Magic Weapons
Type: Trait.
Magic Weapons. The wastrilith's weapon attacks
are magical.
Magic Immunity I
Fling Type: Trait.
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Prerequisite: Constrict.
Demogorgon is immune to 1st level spells, but not
One Large or smaller object held or creature to cantrips.
grappled by Demogorgon takes 28 (3d12 + 9)
bludgeoning damage and is thrown up to 60 feet
and knocked prone. If a thrown target strikes a
solid surface, the target takes 3 (1d6) bludgeoning
Magic Immunity II
Type: Trait.
damage for every 10 feet it was thrown. If the
target is thrown at another creature, that creature Prerequisite Magic Immunity I
must succeed on a DC 25 Dexterity saving throw or Demogorgon is immune to spells of 2nd level and
take the same damage and be knocked prone. below, but not to cantrips.
Tail Slap
Magic Weapon Resistance II Type: Reaction.
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
Prerequisite Magic Weapon Resistance I When a creature moves within 15 feet of
Demogorgon is resistant to bludgeoning, piercing, Demogorgon, Demogorgon can choose to attack it
and slashing damage from +2 magical weapons or with its tail.
weaker. Tail. Melee Weapon Attack: +17 to hit, reach 15 ft.,
one target. Hit: 20 (2d10 + 9) bludgeoning damage
plus 11 (2d10) necrotic damage.
Magic Weapon Resistance III
Type: Trait.
Prerequisite Magic Weapon Resistance I & II Tail Sweep (Recharge 5-6)
Type: Action.
Demogorgon is resistant to bludgeoning, piercing,
and slashing damage from +3 magical weapons or Talent Cost: 2 (Counts as 2 Talents).
weaker. Tail Sweep (Recharge 5-6). Each creature within
15 feet of Demogorgon must make a DC 25
Dexterity saving throw. The target takes 20 (2d10
Regeneration + 9) bludgeoning damage plus 11 (2d10) necrotic
Type: Trait. damage on a failed save, or half as much damage on
Regeneration. Demogorgon regains 10 hit points a successful one.
at the start of his turn. If Demogorgon takes acid
or radiant damage, this trait doesn’t function at
the start of his next turn. Demogorgon dies only Tentacle Rot
if he starts his turn with 0 hit points and doesn’t Type: Trait.
regenerate. Demogorgon's tentacle attack deals an extra 5
(1d10) necrotic damage.
Innate Spellcasting
Vampiric Strikes Type: Trait.
Type: Trait.
Innate Spellcasting. Fraz-Urb’luu’s innate
Demogorgon regains hit points equal to the spellcasting ability is Charisma (spell save DC 23).
necrotic damage dealt by its melee attacks. Fraz-Urb’luu can innately cast the following spells,
requiring no material components:
At-will: detect evil and good
3/day each: blight, teleport
Fraz-Urb’luu
Fraz-Urb’luu (CR 23) can have a maximum of 8
talents. Innate Spellcasting II
Type: Trait.
Prerequisite Innate Spellcasting
Innate Spellcasting. Fraz-Urb’luu’s innate
spellcasting ability is Charisma (spell save DC 23).
Fraz-Urb’luu can innately cast the following spells,
requiring no material components:
3/day each: synaptic static, telekinesis
1/day: symbol (discord)
Magic Immunity I
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Fraz-Urb’luu is immune to 1st level spells, but not
to cantrips.
Juiblex
Magic Weapon Resistance II Juiblex (CR 23) can have a maximum of 8 talents.
Type: Trait.
Prerequisite Magic Weapon Resistance I Constrict
Graz'zt is resistant to bludgeoning, piercing, and Type: Trait.
slashing damage from +2 magical weapons or Constrict. When Juiblex hits a Huge or smaller
weaker. creature with its acid lash, it is grappled (escape
DC 22). Until this grapple ends, the target is
restrained, Juiblex can automatically hit the target
Chapter 2. Mordenkainen's Tome of Foes 99
available, Juiblex can use Eject Slime in place of one
of its acid lash attacks.
Innate Spellcasting
Type: Trait.
Innate Spellcasting. Juiblex’s innate spellcasting
ability is Charisma (spell save DC 18). Juiblex can
innately cast the following spells, requiring no
material components:
At-will: detect evil and good
3/day: dispel magic, vitriolic sphere
Innate Spellcasting II
Type: Trait.
Prerequisite Innate Spellcasting.
Innate Spellcasting. Juiblex’s innate spellcasting
ability is Charisma (spell save DC 18). Juiblex can
innately cast the following spells, requiring no
material components:
3/day: hold monster
1/day: symbol (insanity)
with its acid lash, but can't use this acid lash against
other targets.
Magic Immunity I
Type: Trait.
Extended Acid Lash Talent Cost: 2 (Counts as 2 Talents).
Type: Trait. Juiblex is immune to 1st level spells, but not to
Juiblex's acid lash attack has a reach of 15 ft. cantrips.
Army of Undead
Summon Demon (1/day) Type: Trait.
Type: Action. Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 4 (Counts as 4 Talents). The combined average hit points of undead Orcus
Summon Ooze (1/Day). Juiblex summons 1d4+1 can summon with his wand is increased to 750.
hezrous, 1d2 alkiliths, or 1d2 hezrous and 1
Innate Spellcasting
Type: Trait.
Innate Spellcasting. Orcus’s innate spellcasting
ability is Charisma (spell save DC 23). Orcus can
innately cast the following spells, requiring no
material components:
At-will: blight, detect evil and good
3/day each: negative energy flood, telekinesis
Innate Spellcasting II
Type: Trait.
Prerequisite Innate Spellcasting
Innate Spellcasting. Orcus’s innate spellcasting
ability is Charisma (spell save DC 23). Orcus can
innately cast the following spells, requiring no
Aura of Annihilation material components:
Type: Trait. 3/day each: enervate, teleport
1/day: symbol (death)
Talent Cost: 2 (Counts as 2 Talents).
Aura of Annihilation. Orcus can activate or
deactivate this feature as a bonus action. While Improved Multiattack
active, the aura deals 10 necrotic damage to any Type: Trait.
creature that ends its turn within 30 feet of Orcus.
Undead and fiends ignore this effect. Talent Cost: 3 (Counts as 3 Talents).
Multiattack. Orcus makes three attacks: two with
his Wand of Orcus and one with his tail.
Doomstrike
Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
Lord of Undeath
Type: Trait.
Doomstrike. If Orcus's wand of orcus melee attack
roll against a target succeeds by 5 or more, the Lord of Undeath. A mortal creature slain by Orcus
target must make a DC 24 Constitution saving rises as a wraith at the start of Orcus's next turn.
It acts as an ally of Orcus and has no talents. It
102 Chapter 2. Mordenkainen's Tome of Foes
remains for one minute, until it or Orcus dies, or Orcus is resistant to bludgeoning, piercing, and
until Orcus dismisses it as an action. slashing damage from +3 magical weapons or
weaker.
Magic Immunity I
Type: Trait. Necrotic Burst (Recharge 5-6)
Talent Cost: 2 (Counts as 2 Talents). Type: Action.
Orcus is immune to 1st level spells, but not to Talent Cost: 2 (Counts as 2 Talents).
cantrips. Necrotic Burst (Recharge 5-6). Each nonundead
creature within 30 feet of Orcus must make a DC
23 Constitution saving throw. The target takes
Magic Immunity II 26 (4d12) necrotic damage on a failed save, or
Type: Trait. half as much damage on a successful one. Undead
creatures within 30 feet of Orcus gain 13 (2d12)
Prerequisite Magic Immunity I temporary hit points.
Orcus is immune to spells of 2nd level and below, If Orcus uses Multiattack and Necrotic Burst is
but not to cantrips. available, it can use Necrotic Burst in place of one
Wand of Orcus attack.
Tail Slam
Type: Trait.
If Orcus's tail attack roll against a target succeeds
by 5 or more, the target must make a DC 24
Strength saving throw or be knocked prone.
Tail Slap
Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
When a creature moves within 10 feet of Orcus,
Orcus can choose to attack it with its tail.
Fling
Type: Action.
Prerequisite: Constrict.
One Large or smaller object held or creature
grappled by Zuggtmoy is thrown up to 60 feet
and knocked prone. If a thrown target strikes a
solid surface, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown. If the
target is thrown at another creature, that creature
must succeed on a DC 21 Dexterity saving throw or
take the same damage and be knocked prone.
Innate Spellcasting
Type: Trait.
Innate Spellcasting. Zuggtmoy’s innate
spellcasting ability is Charisma (spell save DC 17).
Zuggtmoy can innately cast the following spells,
requiring no material components:
At-will: detect evil and good
3/day each: blight, contagion
Innate Spellcasting II
Type: Trait.
Prerequisite Innate Spellcasting.
Madness Reckless
Type: Trait. Type: Trait.
Madness. The derro has advantage on saving Reckless. At the start of its turn, the derro can gain
throws against being charmed and frightened and advantage on all melee weapon attack rolls during
on ability checks made against Wisdom (Insight) that turn, but attack rolls against it have advantage
ability checks. until the start of its next turn.
Unpredictable Magic
Type: Reaction.
Flyby
Type: Trait.
Unpredictable Magic (Recharges after a Short or
Flyby. The black abishai doesn't provoke
Long Rest). The derro imposes disadvantage to a
opportunity attacks when it flies out of an enemy's
creature's saving throw against a spell it cast this
reach.
turn. It must decide to use this feature before the
saving throw is rolled.
Shadow Step
Type: Trait.
Abishai, Black Shadow Step. While in dim light or darkness, the
The black abishai (CR 7) can have a maximum of 3
talents. black abishai can teleport as a bonus action up to
Lightning-Charged Staff
Type: Trait.
The blue abishai's quarterstaff attack deals an extra
7 (2d6) lightning damage.
Abishai, Blue
The blue abishai (CR 17) can have a maximum of 6
talents.
Lightning Veil (Recharge 5-6)
Type: Action.
Flyby Talent Cost: 2 (Counts as 2 Talents).
Type: Trait. Lightning Veil (Recharge 5-6). The blue abishai
Flyby. The blue abishai doesn't provoke chooses a target within 60 feet of it. At the start
opportunity attacks when it flies out of an enemy's of each of the target's turns, the target and each
reach. creature within 15 feet of the target takes 16
(3d10) lightning damage. The creature can make a
DC 16 Wisdom saving throw at the end of each of
Legendary Actions its turns, ending the effect on a success.
Type: Action.
Talent Cost: 4 (Counts as 4 Talents). Staff of Shocking
The blue abishai gains 3 legendary actions, Type: Trait.
choosing from the options below. Only one Prerequisite: Lightning-Charged Staff
legendary action option can be used at a time and
only at the end of another creature's turn. The blue If the blue abishai's quarterstaff attack roll against
abishai regains spent legendary actions at the start a target succeeds by 5 or more, the target must
of its turn. make a DC 16 Constitution saving throw or be
stunned and paralyzed until the end of the blue
Detect. The blue abishai makes a Wisdom
abishai's next turn.
(Perception) check.
Bash. The blue abishai attacks with its quarterstaff.
110 Chapter 2. Mordenkainen's Tome of Foes
Swift Spellcaster (3/day)
Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
The blue abishai can take a bonus action to cast a
spell that has a casting time of 1 action.
Tail Stinger
Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
When a creature moves within 5 feet of the blue
abishai and the blue abishai can see the creature,
the blue abishai can choose to attack it with its tail
stinger.
Tail Stinger. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage
plus 4 (1d8) lightning damage and the creature
gains vulnerability to lightning until the end of the
blue abishai's next turn. Legendary Actions
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
The green abishai gains 3 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
Abishai, Green only at the end of another creature's turn. The
The green abishai (CR 15) can have a maximum of green abishai regains spent legendary actions at
6 talents. the start of its turn.
Detect. The green abishai makes a Wisdom
(Perception) check.
Aggravating Blade Slash. The green abishai attacks with its longsword.
Type: Trait. Claws (Costs 2 Actions). The green abishai attacks
Prerequisite: Venomous Sword with its claws.
Cast Spell (Costs 3 Actions). The green abishai
Deadly. If the green abishai hits a poisoned casts a spell.
creature with its longsword, the hit is automatically
a critical hit.
Poison Breath (Recharge 5-6)
Type: Action.
Flyby
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
Flyby. The green abishai doesn't provoke Poison Breath (Recharge 5-6). The green
opportunity attacks when it flies out of an enemy's abishai exhales poisonous gas in a 15-foot cone.
reach. Each creature in that area must make a DC 16
Constitution saving throw, taking 49 (14d6) poison
damage on a failed save, or half as much damage on
a successful one.
Parry
Legion Devil Defense Type: Reaction.
Type: Trait. The merregon adds 3 to its AC against one melee
The merregon gains advantage to Strength and attack that would hit it. To do so, the merregon
Dexterity saving throws if it is within 5 feet of an must see the attacker and be wielding a melee
allied merregon that isn't incapacitated. weapon.
Aura of Protection
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
When the narzugon or an ally of the narzugon
within 10 feet of the narzugon makes a saving
throw, the creature gains advantage to the saving
throw.
Command Devil
Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
116 Chapter 2. Mordenkainen's Tome of Foes
Command Devil. As a bonus action, the narzugon
targets one devil ally with CR 12 or below it can
see within 30 feet of it and gives it a telepathic
command. The target can use its reaction to move
up to half its speed and make one weapon attack.
Command Steed
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Command Steed. As a bonus action, the narzugon
can command the nightmare it is mounted on. The
target can use its reaction to move up to half its
speed and make one hooves attack or use Ethereal
Stride.
Fear Aura
Type: Trait. Legendary Actions
A creature, other than a devil, hostile to the Type: Action.
nupperibo that starts its turn within 10 feet of Talent Cost: 4 (Counts as 4 Talents).
two nupperibo must make a DC 11 Wisdom saving
throw, unless the nupperibos are incapacitated. The orthon gains 3 legendary actions, choosing
On a failed save, the target is frightened until from the options below. Only one legendary action
the start of its next turn. If a creature's saving option can be used at a time and only at the end of
throw is successful, the creature is immune to the another creature's turn. The orthon regains spent
nupperibo's Fear Aura for the next 24 hours. legendary actions at the start of its turn.
Move. The orthon moves up to half its speed
without provoking opportunity attacks.
Ravenous Infernal Attack (Costs 2 Actions). The orthon
Type: Trait. makes an Infernal Dagger or Infernal Crossbow
attack.
Ravenous. The nupperibo can take a bonus action
to make one bite attack against a creature that
doesn't have all its hit points. Attacks against the Maggot Burst
nupperibo have advantage until the start of the Type: Trait.
nupperibo's next turn.
A creature that takes damage from the orthon's
Explosive Retribution is infested with 1d4 maggots.
At the start of each of the target’s turns, the target
takes 1d6 piercing damage per maggot infesting
it. Applying fire to the bite wound before the end
Orthon of the target’s next turn deals 1 fire damage to the
The nupperibo (CR 10) can have a maximum of 4 target and kills these maggots. After this time, the
talents. maggots are too far under the skin to be burned.
If a target infested by maggots ends its turn with
0 hit points, it dies as the maggots burrow into its
Close Quarters Shooting heart and kills it. Any effect that cures disease kills
Type: Trait. all maggots infesting the target.
Close Quarters Shooting. Making a ranged attack
roll while within 5 feet of an enemy doesn’t impose
disadvantage on the orthon's roll. In addition, if
Sharpshooter
Type: Trait.
the orthon hits a creature within 5 feet of it with a
ranged attack on its turn, that creature can’t take Sharpshooter. The orthon's ranged weapon
reactions until the end of the orthon's turn. attacks ignore half cover and three-quarters
118 Chapter 2. Mordenkainen's Tome of Foes
cover and attacking at long range doesn't impose
disadvantage on the orthon's ranged weapon attack
rolls. Bronze General
Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
Slay Foe Bronze General. Bael learns five maneuvers and
Type: Trait. gains five d10 superi�rity dice from the Fighter
Slay Foe (1/Turn). The orthon deals an extra 9 class's Battle Master archetype. Bael's Maneuver
(2d8) damage with its weapon attack if it hits a ability is Strength (Maneuver save DC 21).
creature that doesn't have all its hit points.
Devils, Arch-
Bael
Bael (CR 19) can have a maximum of 7 talents.
Battle Magic
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Battle Magic. When Bael uses his action to cast
a spell that has a casting time of 1 action, he can
make one melee attack as a bonus action.
Chapter 2. Mordenkainen's Tome of Foes 119
Crippling Blow Bael is immune to spells of 2nd level and below, but
Type: Trait. not to cantrips.
Crippling Blow. Once during its turn when
Bael hits a creature with a melee attack and has
advantage on the attack roll, the target must make Magic Weapon Resistance I
a DC 21 Constitution saving throw. On a failed save, Type: Trait.
the target becomes crippled. A crippled target has Talent Cost: 2 (Counts as 2 Talents).
disadvantage on ability checks, attack rolls, and
saving throws, can't take reactions, and can't move Bael is resistant to bludgeoning, piercing, and
more than half its speed for 1 minute. A crippled slashing damage from +1 magical weapons or
target can repeat the saving throw at the end of weaker.
each of its turns, ending the effect on itself on a
success. Alternatively, the crippled creature, or
a creature within 5 feet of it, can use an action to Magic Weapon Resistance II
make a DC 21 Wisdom (Medicine) check, ending Type: Trait.
the effect on a success. The wound also ends if the Prerequisite Magic Weapon Resistance I
target receives magical healing.
Bael is resistant to bludgeoning, piercing, and
slashing damage from +2 magical weapons or
Enmity weaker.
Type: Trait.
Enmity. If Bael takes damage from a creature, it Rupture
gains advantage on its next melee weapon attack Type: Trait.
against that creature until the end of Bael's next
turn. Rupture. If Bael's Hellish Morningstar attack roll
against a target succeeds by 5 or more, the target
must succeed on a DC 21 Constitution saving throw.
Extra Legendary Action On a failed save, the target starts to bleed and takes
Type: Trait. an extra 13 (3d8) necrotic damage at the start
of each of its turns. This effect does not stack. A
Talent Cost: 2 (Counts as 2 Talents). bleeding creature can repeat the saving throw at
Bael can take 1 extra legendary action before the the end of each of its turns, ending the effect on
start of his next turn. Bael can retake this talent itself on a success.
up one additional time. The extra legendary action
stacks.
Summon Devil (1/day)
Type: Action.
Magic Immunity I Talent Cost: 4 (Counts as 4 Talents).
Type: Trait.
Summon Devil (1/Day). Bael summons 1d4 + 1
Talent Cost: 2 (Counts as 2 Talents). barbed devils. A summoned devil appears in an
Bael is immune to 1st level spells, but not to unoccupied space within 60 feet of Bael, acts as an
cantrips. ally of Bael, has no talents, and can't summon other
devils. It remains for one minute, until it or Bael
dies, or until Bael dismisses it as an action.
Magic Immunity II
Type: Trait.
Prerequisite Magic Immunity I
Feral Instinct
Type: Trait.
Feral Instinct. Geryon has advantage on initiative
rolls. Additionally, if Geryon is surprised at the
beginning of combat and isn’t incapacitated, it can
act normally on its first turn.
Magic Immunity I
Type: Trait.
Go for the Kill Talent Cost: 2 (Counts as 2 Talents).
Type: Trait. Geryon is immune to 1st level spells, but not to
Go for the Kill. As a bonus action, Geryon can move cantrips.
up to its speed toward a hostile creature that it can
see that doesn't have all its hit points.
Magic Immunity II
Type: Trait.
Horn of Devastation (Recharge 6) Prerequisite Magic Immunity I
Type: Action.
Geryon is immune to spells of 2nd level and below,
Talent Cost: 2 (Counts as 2 Talents). but not to cantrips.
Horn of Devastation (Costs 3 Actions). Geryon
can blow his horn to emit a thunderous blast in
a 60-foot cone that is audible 1200 feet away. Magic Weapon Resistance I
Each creature in the cone must make a DC 23 Type: Trait.
Constitution saving throw. Creatures in the cone
Talent Cost: 2 (Counts as 2 Talents).
within 30 feet of Geryon have disadvantage on
their saving throws. On a failed save, a creature Geryon is resistant to bludgeoning, piercing, and
takes 35 (10d6) thunder damage and is deafened slashing damage from +1 magical weapons or
for 1 minute. On a successful save, a creature weaker.
takes half as much damage and isn't deafened.
Creatures and objects made of glass or crystal
have disadvantage on the saving throw and take 70 Magic Weapon Resistance II
(20d6) thunder damage instead of 35 (10d6). Type: Trait.
Prerequisite Magic Weapon Resistance I
Geryon is resistant to bludgeoning, piercing, and
Chapter 2. Mordenkainen's Tome of Foes 121
slashing damage from +2 magical weapons or bone devils, 1d2 erinyes, or 1 ice devil, or 1d3 bone
weaker. devils + 1 erinyes. A summoned devil appears in an
unoccupied space within 60 feet of Geryon, acts as
an ally of Geryon, has no talents, and can't summon
Natural Cunning other devils. It remains for one minute, until it
Type: Trait. or Geryon dies, or until Geryon dismisses it as an
action.
Natural Cunning. Geryon has advantage on
Wisdom (Survival) checks made to track creatures.
Geryon also can't get lost and can't be surprised.
Tail Swipe (Recharge 5-6)
Type: Reaction.
Penetrating Sting Talent Cost: 2 (Counts as 2 Talents).
Type: Trait. Tail Swipe (Recharge 5-6). Each creature within
Penetrating Sting. If Geryon's Stinger attack roll 20 feet of Geryon must make a DC 24 Strength
against a target succeeds by 5 or more, the target saving throw. The target takes 15 (2d6 + 9)
gains disadvantage to the Stinger's Constitution bludgeoning damage and is knocked prone on
saving throw. a failed save, or half as much damage and isn't
knocked prone on a successful one.
If Geryon uses Multiattack and Tail Swipe is
Savage Battle Cry (1/Day) available, he can use Tail Swipe in place of his
Type: Action. stinger.
Magic Immunity I
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Moloch is immune to 1st level spells, but not to
cantrips.
Magic Immunity II
Type: Trait.
Prerequisite Magic Immunity I
Moloch is immune to spells of 2nd level and below,
but not to cantrips.
Magic Immunity I
Type: Trait. Aura of Hellfire
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.
Titivilus is immune to 1st level spells, but not to Any creature that isn't immune to fire that starts
cantrips. its turn within 10 feet of Zariel takes 5 (1d10) fire
damage and becomes vulnerable to fire until the
start of its next turn.
Magic Weapon Resistance I
Type: Trait.
Battle Magic
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.
Titivilus is resistant to bludgeoning, piercing, and Talent Cost: 2 (Counts as 2 Talents).
slashing damage from +1 magical weapons or
weaker. Battle Magic. When Zariel uses her action to cast
a spell that has a casting time of 1 action, she can
make one melee attack as a bonus action.
Summon Devil (1/day)
Type: Action.
Dancing Sword of Zariel (1/Day)
Talent Cost: 4 (Counts as 4 Talents). Type: Trait.
Summon Devil (1/Day). Titivilus summons 3d6 Talent Cost: 3 (Counts as 3 Talents).
spined devils, 2d6 bearded devils, or 1 erinyes. A
summoned devil appears in an unoccupied space Zariel can use a bonus action to toss her longsword
within 60 feet of Titivilus, acts as an ally of Titivilus, into the air. When she does so, the longsword
has no talents, and can't summon other devils. It begins to hover, flies up to 120 feet, and attacks
remains for one minute, until it or Titivilus dies, or one creature of its choice within 5 feet of it. The
until Titivilus dismisses it as an action. longsword uses Zariel's attack roll and ability score
modifier to damage rolls.
While the longsword hovers, Zariel can use a
bonus action to cause it to fly up to 120 feet to
Word of Discord (Recharge 5-6)
another spot within 120 feet of her. As part of the
Type: Action.
same bonus action, she can cause the longsword to
Talent Cost: 3 (Counts as 3 Talents). attack one creature within 5 feet of it.
Word of Discord (Recharge 5-6). Each creature After the hovering longsword attacks for the
within 60 feet of Titivilus and can hear Titivilus sixth time, it flies up to 120 feet and tries to return
must succeed on a DC 21 Charisma saving throw. to Zariel's hand. If she has no hands free, it falls
On a failed save, a target takes 25 (4d8 + 7) psychic to the ground at its feet. If the longsword has no
damage and must use its reaction to make a melee unobstructed path to Zariel, it moves as close to
weapon attack against one creature of Titivilus's Zariel as it can and then falls to the ground. It also
choice that Titivilus can see. On a successful save, ceases to hover if Zariel grasps it or moves more
the target takes half as much damage. Constructs, than 120 feet away from it.
devils, and undead are immune to this effect.
Skirmisher
Type: Reaction.
Drow Skirmisher. When an enemy the drow can see ends
All types of drow can have the following talents: its turn within 5 feet of it, the drow can move up
to half its speed. This movement doesn’t provoke
Legendary Actions
Type: Action. Drow Favored Consort
Talent Cost: 4 (Counts as 4 Talents). The drow favored consort (CR 18) can have a
maximum of 7 talents.
The drow gains 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The drow regains spent
Arcane Deflection
Type: Reaction.
legendary actions at the start of its turn.
Move. The drow moves up to half its speed Talent Cost: 2 (Counts as 2 Talents).
without provoking opportunity attacks. Arcane Deflection. When the drow is hit by an
Cantrip. The drow casts a cantrip. attack or fails a saving throw, it gains a +2 bonus
Poisonous Attack (Costs 2 Actions). The drow to its AC against that attack or a +4 bonus to that
makes a Poisonous Touch (Humanoid Form only) saving throw. When it uses this feature, the drow
or Bite attack (Giant Spider Form Only). can't cast spells other than cantrips until the end of
its next turn.
Poison Immunity
Type: Trait. Battle Concentration
The drow is immune to poison. Type: Trait.
Battle Concentration. The drow has advantage
on Constitution saving throws that it makes to
Web of a Thousand Spiders (1/Day) maintain concentration on a spell when it takes
Type: Action. damage.
Legendary Actions
Type: Action.
Drow Inquisitor Talent Cost: 4 (Counts as 4 Talents).
The drow inquisitor (CR 14) can have a maximum
of 5 talents. The drow gains 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
Aura of Judgement another creature's turn. The drow regains spent
Type: Trait. legendary actions at the start of its turn.
Move. The drow moves up to half her speed
Prerequisite: Dreadful Strikes.
without provoking opportunity attacks.
Aura of Judgement. A creature hostile to the drow Lance (Costs 2 Actions). The drow attacks with
that is within 15 feet of the drow has disadvantage her Death Lance.
on saving throws against being frightened, Cast Spell (Costs 1-3 Actions). The drow uses a
provided that the drow isn't incapacitated. spell slot to cast a 1st-, 2nd-, or 3rd-level spell that
she has prepared. Doing so costs 1 legendary
action per level of the spell.
Battle Magic
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Smite
Type: Trait.
Battle Magic. When the drow uses its action to
132 Chapter 2. Mordenkainen's Tome of Foes
Talent Cost: 3 (Counts as 3 Talents). Prerequisite Poisonous Tentacles
Smite. As a bonus action, when the drow hits a Insidious Poison. The drow chooses one creature
creature with a weapon attack, she can expend a within 30 feet that she has poisoned. The target
1st level spell slot to deal 9 (2d8) necrotic damage must make a DC 20 Wisdom saving throw. On a
to the target. If the drow expends a spell slot of 2nd failed save, the creature uses its reaction to make
level or higher, the extra damage increases by 1d8 a melee weapon attack against a creature of the
for each level above 1st (maximum 5d8). drow's choice that the drow can see.
Magic Immunity I
Type: Trait.
Drow Matron Mother Talent Cost: 2 (Counts as 2 Talents).
The drow matron mother (CR 20) can have a The drow is immune to 1st level spells, but not to
maximum of 7 talents. cantrips.
Poisonous Tentacles
Battle Magic Type: Reaction.
Type: Trait. Talent Cost: 3 (Counts as 3 Talents).
Talent Cost: 2 (Counts as 2 Talents). Poisonous Tentacles. A creature hit by the drow's
tentacle rod attack takes an extra 10 (3d6) poison
Battle Magic. When the drow uses her action to
damage and is poisoned until the end of the drow's
cast a spell that has a casting time of 1 action, she
next turn.
can make one melee attack as a bonus action.
Stunning Darkness
Type: Trait.
When a creature takes 30 or more necrotic damage
Drow Shadowblade in a single turn from the drow's attacks, it must
make a DC 13 Constitution saving throw or become
The drow shadowblade (CR 11) can have a
maximum of 4 talents. stunned until the end of the drow's next turn.
Battle Magic
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Battle Magic. When the drow uses its action to
cast a spell that has a casting time of 1 action, it can
make one melee attack as a bonus action.
Legendary Actions
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
The drow gains 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The drow regains spent
legendary actions at the start of its turn.
Move. The drow moves up to half its speed
without provoking opportunity attacks.
Darkness. The drow casts darkness.
Attack (Costs 2 Actions). The drow attacks with
its shadow sword or hand crossbow.
Subterranean Stalker
Type: Trait.
The duergar has advantage on Wisdom
(Perception), Wisdom (Survival) checks, and
Dexterity (Stealth) checks while in natural
subterranean surroundings. Duergar Kavalrachni
The duergar kavalrachni (CR 2) can have 1 talent.
Duergar Immunity
Type: Trait.
The duergar is immune to lllusions, paralysis, and
Duergar Hammerer poison.
The duergar hammerer (CR 2) can have 1 talent.
Mounted Advantage
Magic Weapons Type: Trait.
Type: Trait. Mounted Advantage. While mounted, the duergar
Magic Weapons. The hammerer's weapon attacks has advantage on melee attack rolls against a
are magical. Medium or smaller creature standing on the
ground.
Duergar Immunity
Type: Trait.
The duergar is immune to lllusions, paralysis, and
poison.
Stunning Scream
Type: Trait. Duergar Stone Guard
A creature that fails its saving throw against the The duergar stone guard (CR 2) can have 1 talent.
screamer's Sonic Scream by 5 or more is also
stunned until the end of screamer's next turn.
Duergar Immunity
Type: Trait.
Thick Armor Plating The duergar is immune to lllusions, paralysis, and
Type: Trait. poison.
The hammerer is resistant to bludgeoning, piercing,
and slashing damage from nonmagical attacks that
aren't adamantine. Martial Advantage
Type: Trait.
Martial Advantage. Once per turn, the duergar
can deal an extra 7 (2d6) damage to a creature it
hits with a weapon attack if that creature is within
5 feet of an ally of a duergar that has phalanx
formation and isn't incapacitated.
Duergar Soulblade
The duergar soulblade (CR 1) can have 1 talent.
Parry
Type: Reaction.
Duergar Immunity
The duergar adds 2 to its AC against one melee
Type: Trait.
attack that would hit it. To do so, the duergar must
The duergar is immune to lllusions, paralysis, and see the attacker and be wielding a melee weapon.
poison.
Phalanx Defense
Force Blow Type: Trait.
Type: Trait.
The duergar gains advantage to Strength and
If the duergar's soulblade attack roll against a Dexterity saving throws if it is within 5 feet of an
target succeeds by 5 or more or if the duergar had allied duergar that has phalanx formation and isn't
advantage on its soulblade attack roll and hits, incapacitated.
the target must make a DC 13 Constitution saving
throw or be knocked prone.
Subterranean Stalker
Type: Trait.
Subterranean Stalker
The duergar has advantage on Wisdom
Type: Trait.
(Perception), Wisdom (Survival) checks, and
The duergar has advantage on Wisdom Dexterity (Stealth) checks while in natural
(Perception), Wisdom (Survival) checks, and subterranean surroundings.
Dexterity (Stealth) checks while in natural
subterranean surroundings.
Phalanx Formation
Battle Tactician Type: Trait.
Type: Trait. Phalanx Formation. The duergar has advantage
on attack rolls and Dexterity saving throws while
Talent Cost: 2 (Counts as 2 Talents).
standing within 5 feet of a duergar ally wielding a
Battle Tactician. The duergar learns three shield.
maneuvers and gains four d8 superiority dice from
the Fighter class's Battle Master archetype. The
duergar's Maneuver ability is Dexterity (Maneuver Subterranean Stalker
save DC 16). Type: Trait.
The duergar has advantage on Wisdom
Distracting Strike (Perception), Wisdom (Survival) checks, and
Dexterity (Stealth) checks while in natural
Type: Action.
subterranean surroundings.
Talent Cost: 2 (Counts as 2 Talents).
Distracting Strike (1/Turn). When the duergar
hits a creature with a weapon attack, the next
attack roll against the target by an attacker other
than the duergar has advantage if the attack is
made before the start of the duergar's next turn.
Duergar Xarrorn
The duergar xarrorn (CR 2) can have 1 talent.
Duergar Immunity
Type: Trait.
Duergar Immunity
Type: Trait.
The duergar is immune to lllusions, paralysis, and
The duergar is immune to lllusions, paralysis, and
poison.
poison.
Withering Touch
Eidolon Type: Action.
The eidolon (CR 12) can have a maximum of 5
talents. The eidolon gains a Withering Touch attack.
Withering Touch. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 24 (6d6 + 3) necrotic
Aura of Decay damage.
Type: Trait.
Aura of Decay. Any creature that starts its turn
within 5 feet of the eidolon takes 5 (1d10) necrotic
damage.
Sacred Statue
The following talents can be utilized while the
Dessicating Touch eidolon is occupying the sacred statue. Note
Type: Trait. that the eidolon can only have a total of 5 talents,
Prerequisite: Withering Touch including its own and the sacred statue's.
Dessicating Touch. If the eidolon's withering touch
attack roll against a target succeeds by 5 or more,
the target must make a DC 15 Constitution saving Crushing Stride (Recharges 5-6)
throw or age 1d4 x 10 years. The aging effect can Type: Action.
be reversed with a greater restoration spell, but Talent Cost: 2 (Counts as 2 Talents).
only within 24 hours of it occurring.
Crushing Stride (Recharges 5-6). The sacred
statue moves up to its speed in a straight line.
During this move, it can enter Large or smaller
Fade into the Ether (3/day) creatures' spaces. A creature whose space the
140 Chapter 2. Mordenkainen's Tome of Foes
sacred statue enters must succeed on a DC 16 statue can move through the space of a Large or
Dexterity saving throw. On a successful save, the smaller hostile creature. All opportunity attacks
creature is pushed 5 feet to the nearest space made against the sacred statue by the creatures
out of the sacred statue's path. On a failed save, whose spaces the sacred statue entered have
the creature falls prone and takes 43 (6d12 + 4) disadvantage.
bludgeoning damage. If the sacred statue remains
in the prone creature's space, the creature is also
restrained until it's no longer in the same space as Staggering Blow
the sacred statue. While restrained in this way, the Type: Trait.
creature, or another creature within 5 feet of it,
Prerequisite: Sacred Statue
can make a DC 16 Strength check. On a success, the
creature is shunted to an unoccupied space of its If the sacred statue's weapon attack roll against a
choice within 5 feet of the sacred statue and is no target succeeds by 5 or more, the target must make
longer restrained. a DC 16 Constitution saving throw or be stunned
until the end of the sacred statue's next turn.
Magic Immunity I
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The sacred statue is immune to 1st level spells, but
not to cantrips.
Magic Immunity II
Type: Trait.
Prerequisite: Magic Immunity
The sacred statue is immune to spells of 2nd level
and below, but not to cantrips.
Trembling Slam
Type: Action.
Trembling Slam. The sacred statue pounds the
ground, triggering a short earth tremor. All other
creatures on the ground within 10 feet of the
sacred statue that are Medium or smaller than the
sacred statue must succeed on a DC 16 Strength
saving throw or be knocked prone. When the
sacred statue uses its Multiattack, the sacred statue
can use its Trembling Slam in place of one slam
attack.
Unstoppable
Type: Trait.
The sacred statue deals triple damage against
objects and structures. In addition, the sacred
Chapter 2. Mordenkainen's Tome of Foes 141
Eladrin Steady Aim
Type: Trait.
All types of eladrin can choose from the following
Steady Aim (3/Day). As a bonus action, the eladrin
talents:
takes careful aim at a creature it can see within
range of its ranged weapon. Until the end of its
turn, the eladrin deals an extra 10 damage with its
Close Quarters Shooting ranged weapon attacks against the target.
Type: Trait.
Close Quarters Shooting. Making a ranged attack
roll while within 5 feet of an enemy doesn’t impose Woodland Stalker
disadvantage on the eladrin's roll. In addition, if Type: Trait.
the eladrin hit a creature within 5 feet of it with
The eladrin has advantage on Wisdom
a ranged attack on its turn, that creature
(Perception), Wisdom (Survival) checks, and
can’t take reactions until the end of the
Dexterity (Stealth) checks while in natural
eladrin's turn.
woodland surroundings.
Magic Weapons
Type: Trait.
Magic Weapons. The
eladrin's weapon Autumn Eladrin
attacks are magical. The autumn eladrin (CR 10) can
have a maximum of 4 talents.
Sharpshooter
Type: Trait. Battle Magic
Type: Trait.
Sharpshooter. The
eladrin's ranged Talent Cost: 2 (Counts as 2 Talents).
weapon attacks ignore Battle Magic. When the eladrin uses its
half cover and three- action to cast a spell that has a casting time
quarters cover and of 1 action, it can make one melee attack as
attacking at long range a bonus action.
doesn't impose
disadvantage
on the eladrin's Beguiling Strike
ranged weapon Type: Trait.
attack rolls.
Beguiling Strike. When the
eladrin hits a creature with a weapon
Skirmisher attack, it can choose to deal no damage. The
Type: Reaction. creature gains disadvantage to its saving throws
against being charmed and enchantment spells
Skirmisher. When an enemy the eladrin can see until the end of the eladrin's next turn.
ends its turn within 5 feet of it, the eladrin can
move up to half his speed. This movement doesn’t
provoke opportunity attacks. Innate Spellcasting
Type: Trait.
Innate Spellcasting. The eladrin’s innate
Legendary Actions
Spring Eladrin Type: Action.
The spring eladrin (CR 10) can have a maximum of
Talent Cost: 4 (Counts as 4 Talents).
4 talents.
Legendary Actions
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
The eladrin gains 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The eladrin regains spent
legendary actions at the start of its turn.
Move. The eladrin moves up to half its speed
without provoking opportunity attacks.
Attack. The eladrin makes a longsword or longbow
attack.
Gust of Wind. The eladrin casts gust of wind.
Innate Spellcasting II
Type: Trait.
Prerequisite: Innate Spellcasting
Innate Spellcasting. The eladrin’s innate
spellcasting ability is Charisma (spell save DC 16).
Leviathan
Magic Immunity III The leviathan (CR 20) can have a maximum of 7
Type: Trait. talents.
Prerequisite Magic Immunity I, Magic Immunity II
The elder elemental is immune to spells of 3rd level Stunning Slam
and below, but not to cantrips. Type: Trait.
Stunning Slam. If the leviathan's slam attack roll
against a target succeeds by 5 or more, the target
Magic Weapon Resistance I must make a DC 24 Constitution saving throw or be
Type: Trait. stunned until the end of the leviathan's next turn.
Talent Cost: 2 (Counts as 2 Talents).
The elder elemental is resistant to bludgeoning,
piercing, and slashing damage from +1 magical Water Jet (Recharge 5-6)
weapons or weaker. Type: Action.
Talent Cost: 3 (Counts as 3 Talents).
Water Jet. The leviathan magically shoots water in
a 120-foot line that is 10 feet wide. Each creature
146 Chapter 2. Mordenkainen's Tome of Foes
in that line must make a DC 24 Dexterity saving Whirlpool (1/day). The leviathan swims rapidly
throw. On a failure, a target takes 42 (12d6) in circles in an area at least 100 feet square and 50
bludgeoning damage and, if it is Huge or smaller, is feet deep, causing a whirlpool to form in the center
pushed up to 40 feet away from the leviathan and of the area. The whirlpool forms a vortex that is
knocked prone. On a success, a target takes half 10 feet wide at the base, up to 100 feet wide at the
the bludgeoning damage, but is neither pushed nor top, 50 feet tall, and lasts for 1 minute. Any creature
knocked prone. or object, except the leviathan, in the water and
within 50 feet of the vortex is pulled 10 feet toward
it. A creature can swim away from the vortex by
Whipping Tail succeeding on a DC 24 Strength (Athletics) check.
Type: Trait. When a creature enters the vortex for the first
time on a turn or starts its turn there, it must make
Whipping Tail. If the leviathan's tail attack roll a DC 24 Strength saving throw. On a failed save,
against a target succeeds by 5 or more, the target the creature takes 23 (3d8 + 10) bludgeoning
must make a DC 24 Strength saving throw or be damage and is caught in the vortex until it ends. On
thrown up to 60 feet in a random direction and a success, the creature takes half damage and isn’t
knocked prone. If a thrown target strikes a solid caught in the vortex. A creature caught in the vortex
surface, the target takes 3 (1d6) bludgeoning can use its action to try to swim away from the
damage for every 10 feet it was thrown. If the vortex as described above, but it has disadvantage
target is thrown at another creature, that creature on the Strength (Athletics) check to do so.
must succeed on a DC 24 Dexterity saving throw or The first time each turn that an object enters the
take the same damage and be knocked prone. vortex, the object takes 23 (3d8 + 10) bludgeoning
damage. This damage occurs each round it remains
in the vortex.
Whirlpool (1/Day)
Type: Action.
Talent Cost: 3 (Counts as 3 Talents).
Chapter 2. Mordenkainen's Tome of Foes 147
Phoenix much damage on a successful one.
The phoenix (CR 16) can have a maximum of 6
talents.
Grabbing Talons
Type: Trait.
Aura of Fire Grabbing Talons. A Huge or smaller creature that
Type: Trait. is hit by the phoenix's talons is grappled (escape DC
Any creature that starts its turn within 20 feet of 14). Until this grapple ends, the target is restrained
the phoenix takes 5 (1d10) fire damage. and the phoenix can automatically hit the target
with its talons but can't attack other targets with its
talons.
Fire Breath (Recharge 5-6)
Type: Action.
Meteor Strike (1/Day)
Talent Cost: 3 (Counts as 3 Talents).
Type: Action.
Fire Breath (Recharge 5-6). The phoenix exhales
Talent Cost: 3 (Counts as 3 Talents).
fire in a 60-foot cone. Each creature in that area
must make a DC 20 Dexterity saving throw, taking Meteor Strike (1/Day). While flying, the phoenix
63 (18d6) fire damage on a failed save, or half as dives at least 40 feet toward a target space on the
Zaratan
The zaratan (CR 22) can have a maximum of 8
Elder Tempest talents.
The tempest (CR 23) can have a maximum of 8
talents.
Crushing Stomp
Type: Trait.
Aura of Lightning
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 3 (Counts as 3 Talents). Crushing Stomp. The zaratan scores a critical hit if
it hits a prone creature with its stomp attack.
Aura of Lightning. Any creature that starts its turn
within 30 feet of the tempest must make a DC 20
Dexterity saving throw or take 16 (3d10) lightning
Forceful Blows
damage.
Type: Trait.
Forceful Blows. If the zaratan's stomp attack roll
Shocking Lightning or spit rock attack against a target succeeds by 5
Type: Trait. or more, the target must make a DC 25 Strength
saving throw or be knocked prone.
Talent Cost: 2 (Counts as 2 Talents).
If a creature fails its saving throw against the
tempest's lightning strike by 5 or more, it is also Gulp
paralyzed until the end of the tempest's next turn. Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
Stunning Slam Gulp. If the zaratan's bite attack roll against a target
Type: Trait. succeeds by 5 or more, the target must make a DC
25 Strength saving throw or be swallowed. While
Stunning Slam. If the tempest's thunderous slam swallowed, the target is blinded and restrained,
attack roll against a target succeeds by 5 or more, it has total cover against attacks and other effects
the target must make a DC 21 Constitution saving outside the zaratan, and it takes 28 (8d6) acid
Innate Spellcasting II
Type: Trait.
Prerequisite: Innate Spellcasting
Innate Spellcasting. The myrmidon’s Charisma
is increased to 16. The myrmidon’s innate
spellcasting ability is Charisma (spell save DC 14).
The myrmidon can innately cast the following
spells, requiring no material components:
3/day: warding wind
1/day: storm sphere, steel wind strike
Shocking Flail
Type: Trait.
The myrmidon's flail attack deals an extra 4 (1d8)
lightning damage.
Whirlwind Blast
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Whirlwind Blast (Recharge 6). The myrmidon
unleashes sudden violent winds in a 10-foot radius
circle centered on itself. Each creature in the area
other than the myrmidon must make a DC 13
Strength saving throw. On a failure, the target takes
11 (2d8 + 2) bludgeoning damage and is flung up
to 10 feet away from the myrmidon in a random
direction and knocked prone. If a thrown target
Innate Spellcasting II
Type: Trait. Backdraft
Prerequisite: Innate Spellcasting Type: Trait.
Innate Spellcasting. The myrmidon’s Charisma A creature that hits the myrmidon with a melee
is increased to 16. The myrmidon’s innate attack while within 5 feet of it takes 5 (1d10) fire
spellcasting ability is Charisma (spell save DC 14). damage.
The myrmidon can innately cast the following
spells, requiring no material components:
3/day: Maximimilian's earthen grasp Innate Spellcasting
1/day: erupting earth, wall of sand Type: Trait.
Innate Spellcasting. The myrmidon’s Charisma
is increased to 14. The myrmidon's innate
Rooted spellcasting ability is Charisma (spell save DC 13).
Type: Trait. The myrmidon can innately cast the following
Rooted. The myrmidon has advantage on ability spells, requiring no material components:
checks and saving throws made against being At-will: burning hands, hellish rebuke
knocked prone, pulled, or shoved. 3/day: scorching ray
Searing Strike
Staggering Blow Type: Trait.
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
Staggering Blow. If the myrmidon's maul attack Searing Strike (Recharge 5-6). As a bonus action,
Trailblazer
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Water Myrmidon
Trailblazer. The myrmidon leaves in its wake a The water elemental myrmidon (CR 7) can have a
wall of fire that is 3 feet wide, 5 feet long, and 5 feet maximum of 3 talents.
high. The myrmidon can create a wall up to 40 feet
long if it moves up to its speed, or up to 80 feet long
if it takes the Dash action. The wall is opaque and Aura of Frost
lasts until the start of the myrmidon's next turn. Type: Trait.
When the wall appears, each creature within its Any creature that starts its turn within 5 feet of the
area must make a DC 13 Dexterity saving throw.
Innate Spellcasting II
Type: Trait.
Prerequisite: Innate Spellcasting
Innate Spellcasting. The myrmidon’s Charisma
is increased to 16. The myrmidon’s innate
spellcasting ability is Charisma (spell save DC 14).
The myrmidon can innately cast the following
spells, requiring no material components:
3/day: lesser restoration
1/day: tidal wave, ice storm
Terrifying Strikes
Type: Trait.
Terrifying Strike. As a bonus action, the githyanki
deals an extra 4 (1d8) psychic damage when it
hits a target with its longsword attack. The target
must succeed on a DC 15 Wisdom saving throw or
become frightened until the end of your next turn.
On a successful save, the creature isn’t frightened
and is immune to the githyanki's Terrifying Strikes
Psychic Blast (Recharge 6) for 24 hours.
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Undermine Ability (3/Day)
Psychic Blast (Recharge 6). The githyanki
Type: Reaction.
unleashes devastating psychic energy in a 60-foot
cone. Each creature in that area must make a DC 15 Undermine Ability (3/Day). When a creature
Intelligence saving throw, taking 36 (8d8) psychic the githyanki can see within 30 feet of it makes
damage on a failed save, or half as much damage on an ability check, attack, or damage roll but before
a successful one. the outcome is determined, it can roll a d8 and
reduce the result of the creature's roll by the
number rolled. If the creature fails in its ability
Strength of the Mind (3/Day) check or attack roll or deals no damage because of
Type: Trait. this feature, it takes psychic damage equal to the
number rolled by the githyanki.
Talent Cost: 2 (Counts as 2 Talents).
Strength of the Mind (3/Day). As a bonus action,
the githyanki can telekinetically lash out at a
creature it can see within 20 feet. The target must
succeed on a DC 15 Strength saving throw. On
a failed save, the target takes 10 (2d6 + 3) force Githyanki Kith'rak
damage and is telekinetically moved 15 feet directly The githyanki kith'rak (CR 12) can have a maximum
toward the githyanki or away from the githyanki of 5 talents.
(githyanki's choice). On a successful save, it takes
half as much damage and isn’t moved.
156 Chapter 2. Mordenkainen's Tome of Foes
Daze (3/day) Legendary Actions
Type: Trait. Type: Action.
As a bonus action, the githyanki chooses a creature Talent Cost: 4 (Counts as 4 Talents).
within 5 feet of it. The target must succeed on an The githyanki gains 3 legendary actions, choosing
DC 15 Intelligence saving throw or the target can't from the options below. Only one legendary action
take any action except move up to half of its speed option can be used at a time and only at the end
until the end of the githyanki's next turn. of another creature's turn. The githyanki regains
spent legendary actions at the start of its turn.
Move. The githyanki moves up to half its speed
Distracting Strike without provoking opportunity attacks.
Type: Action.
Command Ally. The githyanki targets one ally it
Talent Cost: 2 (Counts as 2 Talents). can see within 30 feet of it. If the target can see or
Distracting Strike (1/Turn). When the githyanki hear the githyanki, the target can make one melee
hits a creature with a weapon attack, the next weapon attack using its reaction and has
attack roll against the target by an attacker other advantage on the attack roll.
than the githyanki has advantage if the attack is Greatsword (Costs 2 Actions). The githyanki
made before the start of the githyanki's next turn. attacks with its greatsword.
The githyanki has advantage to all Intelligence, Talent Cost: 2 (Counts as 2 Talents).
Wisdom, and Charisma saving throws against being Strength of the Mind (3/Day). As a bonus action,
charmed and frightened. the githyanki can telekinetically lash out at a
creature it can see within 20 feet. The target must
succeed on a DC 15 Strength saving throw. On
Indomitable a failed save, the target takes 10 (2d6 + 3) force
Type: Trait. damage and is telekinetically moved 15 feet directly
toward the githyanki or away from the githyanki
Indomitable (1/Day). The githyanki rerolls a failed
(githyanki's choice). On a successful save, it takes
saving throw. It must use the new roll.
half as much damage and isn’t moved.
Githyanki Supreme
Commander
The githyanki kith'rak (CR 14) can have a maximum
of 5 talents.
Battle Tactician
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Battle Tactician. The githyanki learns three
maneuvers and gains four d8 superiority dice from
the Fighter class's Battle Master archetype. The
githzerai's Maneuver ability is Dexterity (Maneuver
save DC 17).
Daze (3/day)
Type: Trait.
As a bonus action, the githyanki chooses a creature
within 5 feet of it. The target must succeed on an
DC 16 Intelligence saving throw or the target can't
take any action except move up to half of its speed
until the end of the githyanki's next turn.
Distracting Strike
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Distracting Strike (1/Turn). When the githyanki
hits a creature with a weapon attack, the next
attack roll against the target by an attacker other
than the githyanki has advantage if the attack is
made before the start of the githyanki's next turn.
Defended Mind
Type: Trait.
Defended Mind. The githzerai has advantage to all
Intelligence, Wisdom, and Charisma saving throws
against paralysis and being stunned.
Distracting Haze
Type: Action.
Distracting Haze. One creature the githzerai
can see within 60 feet of it must make a DC 18
Intelligence saving throw. On a failed save, the
target takes 22 (4d10) psychic damage and can’t
see anything more than 10 feet from it until
the githzerai's concentration is broken (as if
concentrating on a spell). On a successful save, it
takes half as much damage.
When the githzerai uses Multiattack, it can also
use Distracting Haze.
Defended Mind
Synaptic Strike (5/Day) Type: Trait.
Type: Trait.
Defended Mind. The githzerai has advantage to all
Talent Cost: 2 (Counts as 2 Talents). Intelligence, Wisdom, and Charisma saving throws
Synaptic Strike (5/Day). As a bonus action, the against paralysis and being stunned.
Bruiser
Trace Chance (Recharge 5-6) Type: Trait.
Type: Trait. Bruiser. A creature that takes damage from the
Trace Chance (Recharge 5-6). As a bonus action, gray render's melee attack has disadvantage on its
the githzerai chooses a target it can see within 30 next attack roll until the end of its next turn.
feet of it. The githzerai gains advantage on the next
melee attack roll it makes against the target and if
it hits, it is a critical hit. Claw Swipe (Recharge 4-6)
Type: Action.
Claw Swipe (Recharge 4-6). The gray render
162 Chapter 2. Mordenkainen's Tome of Foes
slashes a 10-foot cube with its claws. Each creature Keen Sight and Smell
in that area must succeed on a DC 16 Dexterity Type: Trait.
saving throw or take 13 (2d8 + 4) slashing damage.
Keen Sight and Smell. The gray render has
When the gray render uses Multiattack and Claw
advantage on Wisdom (Perception) checks that rely
Swipe is available, it can use Claw Swipe in place of
on sight or smell.
one of its claws.
Stench Pounce
Type: Trait. Type: Trait.
Stench. Any creature that starts its turn within If the kruthik moves at least 10 feet straight toward
5 feet of the kruthik must succeed on a DC 14 a creature and then hits it with a bite attack on the
Constitution saving throw or become poisoned same turn, that target must succeed on a DC 15
until the start of the creature's next turn. If a Strength saving throw or be knocked prone.
creature's saving throw is successful, the creature
is immune to the Stench for the next 24 hours.
Subterranean Stalker
Type: Trait.
The kruthik has advantage on Wisdom
Marut
The marut (CR 25) can have a maximum of 9
(Perception), Wisdom (Survival) checks, and
talents.
Dexterity (Stealth) checks while in natural
subterranean surroundings.
Axiomatic Smite (3/Day)
Type: Trait.
Kruthik Hive Lord Talent Cost: 2 (Counts as 2 Talents).
Magic Immunity I
Type: Trait. Spell Reflection
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.
The marut is immune to 1st level spells, but not to Talent Cost: 2 (Counts as 2 Talents).
cantrips. Spell Reflection. If the marut makes a successful
saving throw against a spell, is immune to a spell,
or a spell attack misses it, the marut can choose
Magic Immunity II another creature (including the spellcaster) it can
Type: Trait. see within 30 feet of it. The spell targets the chosen
creature instead of the marut. If the spell forced a
Prerequisite Magic Immunity I
saving throw, the chosen creature makes its own
The marut is immune to spells of 2nd level and save. If the spell was an attack, the attack roll is
below, but not to cantrips. rerolled against the chosen creature.
Nagpa
The nagpa (CR 17) can have a maximum of 6
talents.
Battle Magic
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Battle Magic. When the nagpa uses its action to
cast a spell that has a casting time of 1 action, it can
168 Chapter 2. Mordenkainen's Tome of Foes
make one melee weapon attack as a bonus action. with any equipment it is wearing and carrying, to
an unoccupied space it can see within 30 feet of it.
Corrupted Puppet (Costs 2 Actions). The nagpa
Deadly Secrets (Recharge 6) targets one creature it has charmed and can see
Type: Reaction. within 60 feet of it. The nagpa causes it to use its
reaction either to make one weapon attack against
Talent Cost: 3 (Counts as 3 Talents). another creature the nagpa can see or to move up
Deadly Secrets (Recharge 6). The nagpa chooses to 10 feet in a direction of the nagpa’s choice.
one creature it can see within 60 feet of it. Each ally Cast Spell (Costs 1-3 Actions). The nagpa uses
of the creature within 60 feet of the nagpa and can a spell slot to cast a 1st-, 2nd-, or 3rd-level spell
hear the nagpa must succeed on a DC 20 Wisdom that it has prepared. Doing so costs 1 legendary
saving throw. On a failed save, each target ally takes action per level of the spell.
13 (3d8) psychic damage and must use its reaction
to move up to half its speed towards the creature
chosen by the nagpa and if it is within range, make Naturally Insidious
one melee weapon attack against it. Otherwise, the Type: Trait.
target ally must make a ranged weapon attack or
The nagpa has advantage on all Charisma checks
ranged spell attack against the creature chosen by
when lying, intimidating and manipulating others
the nagpa, if possible. On a successful save, a target
to further its agenda or for self-preservation.
ally takes half as much damage. Constructs and
undead are immune to this effect.
Staff of Corruption
Instinctive Charm (3/day) Type: Trait.
Type: Reaction. Staff of Corruption. A creature hit by the nagpa's
Talent Cost: 2 (Counts as 2 Talents). staff attack takes an extra 7 (2d6) psychic damage
and gains disadvantage to saving throws against
Instinctive Charm (3/Day). The nagpa tries to being charmed and paralyzed until the end of the
magically divert an attack made against it, provided nagpa's next turn.
that the attacker is within 30 feet of it and visible to
it. The nagpa must decide to do so before the attack
hits or misses.
The attacker must make a DC 20 Wisdom saving
throw. On a failed save, the attacker targets the
creature closest to it, other than the nagpa or
itself. If multiple creatures are closest, the attacker
chooses which one to target.
Nightwalker
The nightwalker (CR 20) can have a maximum of 7
talents.
Legendary Actions
Type: Action. Legendary Actions
Talent Cost: 4 (Counts as 4 Talents). Type: Action.
The nagpa gains 3 legendary actions, choosing Talent Cost: 4 (Counts as 4 Talents).
from the options below. Only one legendary action The nightwalker gains 3 legendary actions,
option can be used at a time and only at the end of choosing from the options below. Only one
another creature's turn. The nagpa regains spent legendary action option can be used at a time and
legendary actions at the start of its turn. only at the end of another creature's turn. The
Staff. The nagpa attacks with its staff. nightwalker regains spent legendary actions at the
Teleport. The nagpa magically teleports, along
Chapter 2. Mordenkainen's Tome of Foes 169
start of its turn.
Move. The nightwalker moves up to half its speed.
Enervate (Costs 2 Actions). The nightwalker uses
its Enervating Focus.
Recharge Doom (Costs 3 Actions). The
nightwalker recharges its Finger of Doom.
Create Wraith
Type: Trait.
A creature reduced to 0 hit points from damage
dealt by the nightwalker dies and rises as a wraith
under the control of the nightwalker at the start of
the nightwalker's next turn.
Innate Spellcasting
Type: Trait.
Innate Spellcasting. The nightwalker’s Charisma
is increased to 16. Its innate spellcasting ability
is Charisma (spell save DC 17). The nightwalker
can innately cast the following spells, requiring no
material components:
At-will: charm person, detect evil and good
3/day each: dispel magic, negative energy flood
Adhesive Adhesive
Type: Trait. Type: Trait.
Adhesive. The oblex adheres to anything that Adhesive. The oblex adheres to anything that
touches it. A Huge or smaller creature adhered touches it. A Huge or smaller creature adhered
to the oblex is also grappled by it (escape DC 9). to the oblex is also grappled by it (escape DC 12).
Ability checks made to escape this grapple have Ability checks made to escape this grapple have
disadvantage. disadvantage.
Spider Climb
Type: Trait.
Spider Climb. The oblex can climb difficult
172 Chapter 2. Mordenkainen's Tome of Foes
surfaces, including upside down on ceilings,
without needing to make an ability check.
Stunning Pseudopod
Type: Trait.
Stunning Pseudopod. If the oblex's pseudopod
attack roll against a target succeeds by 5 or
more, the target must make a DC 15 Constitution
saving throw or be stunned until the end of the
pseudopod's next turn.
Ogres
Ogre Battering Ram
The ogre battering ram (CR 4) can have a
maximum of 2 talents. Staggering Blow
Type: Trait.
Staggering Blow. If the ogre's bash attack roll
Charging Ram against a target succeeds by 5 or more, the target
Type: Trait. must make a DC 14 Constitution saving throw or be
If the ogre moves at least 10 feet straight toward a stunned until the end of the ogre's next turn.
creature and then hits it with a bash attack on the
same turn, that target must succeed on a DC 14
Strength saving throw or be knocked prone.
Ogre Bolt Launcher
The ogre battering ram (CR 2) can have a maximum
Power Attack of 1 talent.
Type: Trait.
Before the ogre makes a melee weapon attack, it
can choose to take a -5 penalty to the attack roll. If Close Quarters Shooting
the attack hits, it adds +10 to the attack's damage. Type: Trait.
Close Quarters Shooting. Making a ranged attack
roll while within 5 feet of an enemy doesn’t impose
Stomp disadvantage on the ogre's roll. In addition, if the
Type: Trait. ogre hit a creature within 5 feet of it with a ranged
The ogre can take a bonus action to make a Stomp attack on its turn, that creature can’t take reactions
attack against a prone target. until the end of this turn.
Stomp. Melee Weapon Attack: +6 to hit, reach 5
ft., one prone target. Hit: 8 (1d8 + 4) bludgeoning
damage. Steady Aim
Type: Trait.
Chapter 2. Mordenkainen's Tome of Foes 173
Steady Aim (3/Day). As a bonus action, the ogre Type: Trait.
takes careful aim at a creature it can see within The ogre's chain sweep reach is increased to 15
range of its ranged weapon. Until the end of its feet.
turn, the ogre deals an extra 10 damage with its
ranged weapon attacks against the target.
Stunning Punch
Type: Trait. Ogre Howdah
Stunning Punch. If the ogre's fist attack roll against The ogre howdah (CR 2) can have a maximum of 1
a target succeeds by 5 or more, the target must talent.
make a DC 14 Constitution saving throw or be
stunned until the end of the ogre's next turn.
Power Attack
Type: Trait.
Before the ogre makes a melee weapon attack, it
can choose to take a -5 penalty to the attack roll. If
the attack hits, it adds +10 to the attack's damage.
Ogre Chain Brute
The ogre battering ram (CR 3) can have a maximum
of 2 talents.
Staggering Blow
Type: Trait.
Chain Loop Staggering Blow. If the ogre's mace attack roll
Type: Action. against a target succeeds by 5 or more, the target
must make a DC 14 Constitution saving throw or be
Chain Loop. Melee Weapon Attack: +6 to hit, reach stunned until the end of the ogre's next turn.
10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning
damage, and the target is grappled (escape DC 14).
If the target is a Huge or smaller creature, it must
Stomp
succeed on a Strength contest against the ogre or
Type: Trait.
be pulled up to 10 feet toward the ogre.
The ogre can take a bonus action to make a Stomp
attack against a prone target.
Power Attack Stomp. Melee Weapon Attack: +6 to hit, reach 5
Type: Trait. ft., one prone target. Hit: 8 (1d8 + 4) bludgeoning
damage.
Before the ogre makes a melee weapon attack, it
can choose to take a -5 penalty to the attack roll. If
the attack hits, it adds +10 to the attack's damage.
Stomp
Type: Trait.
The ogre can take a bonus action to make a Stomp
attack against a prone target.
Stomp. Melee Weapon Attack: +6 to hit, reach 5
ft., one prone target. Hit: 8 (1d8 + 4) bludgeoning
damage.
Deadly Leap
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Deadly Leap. If the retriever jumps at least 15 feet
as part of its movement, it can then use this action
to land on its feet in a space that contains one or
more other creatures. Each creature in the area
must succeed on a DC 19 Strength saving throw. On
a failed save, a creature takes 42 (8d8 + 6) slashing
damage and is knocked prone. On a successful
saving save, a creature takes half as much damage,
isn't knocked prone, and is pushed 5 feet out of the
retriever's space into an unoccupied space of the
creature's choice. If no unoccupied space is with
in range, the creature instead falls prone in the
retriever's space.
Legendary Actions
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
The retriever gains 3 legendary actions, choosing Magic Immunity II
from the options below. Only one legendary action Type: Trait.
option can be used at a time and only at the end of
another creature's turn. The retriever regains spent Prerequisite Magic Immunity I
legendary actions at the start of its turn. The retriever is immune to spells of 2nd level and
Move. The retriever moves up to half its speed below, but not to cantrips.
without provoking opportunity attacks.
Web. The retriever casts web, if available.
Slash (Costs 2 Actions). The retriever attacks Magic Immunity III
with its foreleg. Type: Trait.
Beam (Costs 2 Actions). The retriever uses its
force beam. Prerequisite Magic Immunity I, Magic Immunity II
The retriever is immune to spells of 3rd level and
below, but not to cantrips.
Magic Immunity I
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Magic Weapons
The retriever is immune to 1st level spells, but not Type: Trait.
to cantrips. Magic Weapons. The retriever's weapon attacks
are magical.
Salamander, Frost
The frost salamander (CR 9) can have a maximum Keen Smell
of 4 talents. Type: Trait.
Keen Smell. The salamander has advantage on
Wisdom (Perception) checks that rely on smell.
Legendary Actions
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
The salamander gains 3 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature's turn. The
salamander regains spent legendary actions at the
start of its turn.
Move. The salamander moves up to half its speed.
Claw (Costs 2 Actions). The salamander makes a
claw attack.
Tail (Costs 2 Actions). The salamander makes a
tail attack (see Tail Slap).
Mangle
Type: Trait.
A Large or smaller creature that is hit by the
salamander's bite attack is grappled (escape DC
15). Until this grapple ends, the target is restrained
and the salamander can automatically hit the target
with its bite but can't make bite attacks against
other targets.
Magic Resistance
Type: Trait.
Shade Strike
Type: Trait. Legendary Actions
Shade Strike (1/Turn). While in dim light or Type: Action.
darkness, when the shadow dancer hits a target Talent Cost: 4 (Counts as 4 Talents).
with a weapon attack, the shadow dancer can use a
bonus action to magically deal an extra 26 (4d12) The soul monger gains 3 legendary actions,
necrotic damage to the target. In addition, the choosing from the options below. Only one
target must make a DC 12 Wisdom saving throw legendary action option can be used at a time and
or be blinded until the end of the shadow dancer's only at the end of another creature's turn. The soul
next turn. monger regains spent legendary actions at the start
of its turn.
Move. The soul monger moves up to half its speed
Shadow Stealth without provoking opportunity attacks.
Type: Trait. Darkness. The soul monger casts darkness.
Dagger (Costs 2 Actions). The soul monger
Magic Resistance
Type: Trait. Ambush Hunter
Magic Resistance. The soul monger has advantage Type: Trait.
on saving throws against spells and other magical If the skulk surprises a creature and hits it with an
effects. attack during the first round of combat, the target
takes an extra 7 (2d6) damage from the attack. In
addition, once per turn the skulk deals an extra
Magic Weapons 3 (1d6) damage when it hits a target with a slam
Type: Trait. attack and has advantage on the attack roll.
Magic Weapons. The soul monger's weapon
attacks are magical.
Cunning Action
Type: Trait.
Shade Strike The skulk can take a bonus action on each of its
Type: Trait. turns in combat. This action can be used only to
take the Dash, Disengage, or Hide action.
Shade Strike (1/Turn). While in dim light or
darkness, when the soul monger hits a target with
a weapon attack, the soul monger can use a bonus
action to magically deal an extra 26 (4d12) necrotic
damage to the target. In addition, the target must
make a DC 16 Wisdom saving throw or be blinded
until the end of the soul monger's next turn.
Skull Lord
Shadow Jump The skulk (CR 15) can have a maximum of 6 talents.
Type: Trait.
Shadow Jump. As a bonus action, the soul monger
can teleport up to 30 feet to an unoccupied space Aura of Despair
it can see. Both the space it teleports from and Type: Trait.
the space it teleports to must be in dim light or Talent Cost: 2 (Counts as 2 Talents).
darkness. The soul monger can use this ability
A creature hostile to the skull lord that starts its
between the weapon attacks of another action it
turn within 20 feet of the skull lord must make
takes.
a DC 18 Wisdom saving throw, unless the skull
lord is incapacitated. On a failed save, the target
is frightened until the start of its next turn. The
Shadow Stealth target is unable to perform any actions except move
Type: Trait. at half its speed while frightened in this way. If a
Shadow Stealth. While in dim light or darkness, the creature's saving throw is successful, the creature
soul monger can take the Hide action as a bonus is immune to the skull lord's Aura of Despair for the
action. next 24 hours.
Consume Undead
Type: Action.
The skull lord takes a bonus action to target an
allied undead creature of CR 5 or less it can see
within 30 feet and destroys it. The skull lord can
choose from the following effects:
• Regain 1d10 hit points per CR of the target (any
excess is added as temporary hit points)
• The next spell it casts until the end of its turn as if
one level higher per CR of the target (max 2 levels)
• Recover an expended spell slot or combined
level of spell slots equal to the CR of the target
(minimum of 1)
Shadow Stealth
Type: Trait.
Shadow Stealth. While in dim light or darkness, the
Angry can take the Hide action as a bonus action.
Snaring Hooks
Type: Trait.
Snaring Hooks. If a Medium or smaller creature
is hit by the Angry's hook, it is grappled (escape
DC 13). Until this grapple ends, the target is
restrained, the Angry can automatically hit the
target with its hook, but can't use this hook against
other targets.
Shadow Stealth
Legendary Actions Type: Trait.
Type: Action. Shadow Stealth. While in dim light or darkness, the
Talent Cost: 4 (Counts as 4 Talents). Lonely can take the Hide action as a bonus action.
The Lonely gains 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of Tenacious Pursuer
another creature's turn. The Lonely regains spent Type: Reaction.
legendary actions at the start of its turn. When a creature within 5 feet of the Lonely moves
Charge. The Lonely moves up to its speed. more than 20 feet away from the Lonely and the
Detect. The Lonely makes a Wisdom (Perception) Lonely can see that creature, the Lonely moves up
check. to its speed to a space nearest to the creature.
Harpoon (Costs 2 Actions). The Lonely attacks
with its Harpoon Arm.
Quick Reel
Type: Trait.
Quick Reel. The Lonely can use a bonus action
The Lost
to pull each creature grappled by it up to 25 feet The Lost (CR 7) can have a maximum of 3 talents.
straight toward it.
Disorienting Aura
Magic Resistance Type: Trait.
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
Magic Resistance. The Lonely has advantage on Disorienting Aura. Any creature, other than
saving throws against spells and other magical sorrowsworn, that starts its turn within 10 feet of
effects. the Lost must make a DC 13 Wisdom saving throw.
On a failed save, the creature becomes frightened.
While frightened in this way, the creature is blinded
Magic Weapons and deafened. The creature can repeat the saving
Type: Trait. throw at the end of each of its turns, ending the
effects on itself with a successful save. A creature
Magic Weapons. The Lonely's weapon attacks are
that successfully saves is immune to the Lost's
magical.
Disorienting Aura for the next 24 hours.
Shadow Stealth
Type: Trait. Pack Attack
Shadow Stealth. While in dim light or darkness, the Type: Trait.
Lost can take the Hide action as a bonus action. Pack Attack. The grue deals an extra 3 (1d6)
damage with its melee weapon attacks against
a creature if at least two of the grue's allies are
within 5 feet of the target and the allies are not
incapacitated.
The Wretched
The Wreatched (CR 1/4) can have a maximum of 1
talent.
Shadow Jump
Starspawn Hulk
The starspawn hulk (CR 10) can have a maximum
Type: Trait. of 4 talents.
Shadow Jump. As a bonus action, the Lost can
teleport up to 30 feet to an unoccupied space it can
see. Both the space it teleports from and the space Bruiser
it teleports to must be in dim light or darkness. Type: Trait.
The Lost can use this ability between the weapon Bruiser. A creature that takes damage from the
attacks of another action it takes. hulk's melee attack has disadvantage on its next
attack roll until the end of its next turn.
Shadow Stealth
Type: Trait. Double-Fisted Smash (Recharge 5-6)
Shadow Stealth. While in dim light or darkness, the Type: Action.
Lost can take the Hide action as a bonus action. Talent Cost: 2 (Counts as 2 Talents).
Double-Fisted Smash (Recharge 5-6). Melee
Weapon Attack: +9 to hit, reach 10 ft., one target.
Burrowing Worm
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Burrowing Worm. As a bonus action, the larva
mage can cause a worm to launch from it at one
humanoid that the larva mage can see within 10
feet of it. The worm latches onto the target’s skin
unless the target succeeds on a DC 13 Dexterity
saving throw. The worm is a Tiny undead with AC
6, 1 hit point, a 2 (−4) in every ability score, and
a speed of 1 foot. While on the target’s skin, the
worm can be killed by normal means or scraped off
using an action (the larva mage can use this action
to launch a scraped-off worm at a humanoid it can
see within 10 feet of the worm). Otherwise, the
worm burrows under the target’s skin at the end
of the target’s next turn, dealing 1 piercing damage
to it. At the end of each of its turns thereafter, the
target takes 7 (2d6) necrotic damage per worm
infesting it (maximum of 10d6). A worm-infested
target dies if it drops to 0 hit points, then rises 10
minutes later as a larva mage. If a worm-infested
creature is targeted by an effect that cures disease
or removes a curse, all the worms infesting it
wither away.
Magic Weapons
Fear Aura Type: Trait.
Type: Trait. Magic Weapons. The larva mage's weapon attacks
Fear Aura. A creature that starts its turn within are magical.
10 feet of the larva mage must succeed on a DC
16 Wisdom saving throw or be frightened until
the start of the creature's next turn. If a creature's
saving throw is successful, the creature is immune
to the Fear aura for the next 24 hours.
Starspawn Mangler
The starspawn mangler (CR 5) can have a
Infested Form maximum of 2 talents.
Type: Trait.
Infested Form. A creature that touches the larva Assassinate
mage or hits it with a melee attack while within 5 Type: Trait.
feet of it must make a DC 19 Constitution saving
throw or become poisoned until the start of its next Assassinate. During its first turn, the mangler has
turn. advantage on attack rolls against any creature that
hasn't taken a turn. Any hit the mangler scores
against a surprised creature is a critical hit.
Regeneration
Type: Trait.
Regeneration. The larva mage regains 15 hit points
at the start of its turn if it has at least 1 hit point Evasion
and isn't in sunlight or a body of running water. If Type: Trait.
the larva mage takes acid, fire, or radiant damage, Evasion. If the mangler is subjected to an effect
this trait doesn't function at the start of the larva that allows it to make a Dexterity saving throw to
mage's next turn. The larva mage is destroyed only take only half damage, the mangler instead takes no
if it starts its turn with 0 hit points and doesn't damage if it succeeds on the saving throw, and only
regenerate. half damage if it fails.
Spider Climb
Type: Trait. Innate Spellcaster (Psionics)
Spider Climb. The mangler can climb difficult Type: Trait.
surfaces, including upside down on ceilings, The seer's innate spellcasting ability is Intelligence
without needing to make an ability check. (spell save DC 19). The seer can innately cast the
following spells, requiring no material components:
3/day (each): jump, misty step
1/day (each): plane shift, telekinesis
Magic Weapons
Foul Insight Type: Trait.
Type: Trait.
Magic Weapons. The larva mage's weapon attacks
Talent Cost: 2 (Counts as 2 Talents). are magical.
190 Chapter 2. Mordenkainen's Tome of Foes
Maneuver Allies Venomous Bite
Type: Action. Type: Trait.
Maneuver Allies (Recharge 5-6). Up to three allies A creature that takes poison damage from the
within 60 feet of the seer that can hear it can each steeder's bite attack is also poisoned until the end
use their reaction to move up to half their speed of the steeder's next turn.
without provoking opportunity attacks.
Steel Predator
The steel predator (CR 16) can have a maximum of
Steeders 6 talents.
The female steeder (CR 1) and male steeder (CR
1/4) can have a maximum of 1 talent each.
Assassinate
Type: Trait.
Subterranean Stalker Assassinate. During its first turn, the steel predator
Type: Trait. has advantage on attack rolls against any creature
The steeder has advantage on Wisdom that hasn't taken a turn. Any hit the steel predator
(Perception), Wisdom (Survival) checks, and scores against a surprised creature is a critical hit.
Dexterity (Stealth) checks while in natural
subterranean surroundings.
Combat Advantage
Type: Trait.
Sword Wraiths
Stone Cursed
The stone cursed (CR 1) can have a maximum of 1
talent.
Commander
The sword wraith commander (CR 8) can have a
maximum of 3 talents.
Ever Vigilant
Type: Trait. Aura of Decay
The stone cursed has advantage to Initiative rolls Type: Trait.
and Wisdom (Perception) checks. A creature that starts its turn within 5 feet of the
sword wraith takes 5 (1d10) necrotic damage
Hardened Skin
Type: Trait. Fade into the Ether (3/day)
Hardened Skin. The stone cursed is resistant to Type: Reaction.
Magic Weapons
Type: Trait.
Magic Weapons. The sword wraith's weapon
attacks are magical.
Tortle
The tortle (CR 1/4) and the tortle druid (2) can
have a maximum of 1 talent each.
Necrotic Weapons
Type: Trait.
Magic Weapons. The sword wraith's weapon Collected
attacks deal an extra 4 (1d8) necrotic damage. Type: Trait.
The tortle has advantage on saving throws against
being frightened and maintaining concentration.
Improved Multiattack
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The troll makes six attacks, two with its bite and four
with its claws.
Improved Regeneration
Type: Trait.
The hit points regained by the troll at the start of its
turn is increased to 15.
Legendary Actions
Type: Action.
Tough Shell
Type: Trait. Talent Cost: 4 (Counts as 4 Talents).
While using Shell Defense, the tortle has resistance The troll gains 3 legendary actions, choosing from
to bludgeoning, piercing, and slashing attacks. In the options below. Only one legendary action
addition, it can add +4 to any Dexterity saving option can be used at a time and only at the end
throw it makes against spells and attacks. of another creature's turn. The troll regains spent
legendary actions at the start of its turn.
Charge. The troll moves up to its speed.
Detect. The troll makes a Wisdom (Perception)
check.
Claw (Costs 2 Actions). The troll makes a claw
attack.
Whirlwind (Costs 3 Actions). The troll uses its
Trolls Whirlwind of Claws, if available.
Pounce
Type: Trait.
Dire Troll If the troll moves at least 10 feet straight toward
The dire troll (CR 9) can have a maximum of 4
talents. a creature and then hits it with a melee weapon
attack on the same turn, that target must succeed
on a DC 19 Strength saving throw or be knocked
prone.
Grabbing Claws
Type: Trait.
Spirit Troll
The spirit troll (CR 11) can have a maximum of 4
talents.
Pounce
Ravaging Assault Type: Trait.
Type: Trait. If the troll moves at least 10 feet straight toward
Talent Cost: 2 (Counts as 2 Talents). a creature and then hits it with a melee weapon
attack on the same turn, that target must succeed
Ravaging Assault. A creature that is hit by its two
on a DC 15 Strength saving throw or be knocked
claw attacks in the same turn must succeed on a
prone.
DC 15 Wisdom saving throw or be stunned for 1
minute. A stunned creature can repeat the saving
throw at the end of each of its turns, ending the
effect on itself on a success. Ravaging Assault
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Rend Ravaging Assault. A creature that is hit by all three
Type: Trait. of the troll's melee weapon attacks in the same turn
Rend. If a creature is hit by both of the troll's claw must succeed on a DC 15 Constitution saving throw
attacks in the same turn, it takes an extra 14 (2d10 or be stunned for 1 minute. A stunned creature
+ 3) psychic damage. can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Rend
Type: Trait.
Rend. If a creature is hit by both of the troll's claw
attacks in the same turn, it takes an extra 11 (2d6 +
4) slashing damage.
Venom Troll Stench
The venom troll (CR 7) can have a maximum of 3 Type: Trait.
talents.
Strench. The troll secretes extremely pungent oils
from its glands that can overwhelm its foes' senses
and cause nausea. A creature that starts its turn
198 Chapter 2. Mordenkainen's Tome of Foes
within 5 feet of the troll must succeed on a DC 16
Constitution saving throw or be poisoned until the
start of its next turn. On a successful saving throw,
the creature is immune to the troll's Stench for 24
hours.
Vampiric Mist
The vampiric mist (CR 3) can have a maximum of 2
talents.
Innate Spellcasting
Type: Trait.
Innate Spellcasting. The mist's innate spellcasting
ability is Wisdom (spell save DC 11). The mist can
innately cast the following spells, requiring no
material components:
At-will: charm person, mage hand
3/day each: invisibility, telekinesis
Stench
Type: Trait.
Strench. A creature that starts its turn within
Paralyzing Mist 5 feet of the mist must succeed on a DC 13
Type: Trait. Constitution saving throw or be poisoned until the
start of its next turn. On a successful saving throw,
Talent Cost: 2 (Counts as 2 Talents).
the creature is immune to the mist's Stench for 24
If a creature fails its saving throw against the mist's hours.
Life Drain by 5 or more, it is also paralyzed until the
end of the mist's next turn.
Shadow Stealth
Type: Trait.
Shadow Stealth. While in dim light or darkness, the
mist can take the Hide action as a bonus action.
Ever Vigilant
Type: Trait.
The canoloth has advantage to Initiative rolls and
Wisdom (Perception) checks.
Innate Spellcasting
Type: Trait.
Innate Spellcasting. The canoloth's innate
spellcasting ability is Charisma (spell save DC 12).
The canoloth can innately cast the following spells,
requiring no material components:
At-will: darkness, detect good and evil, detect magic
3/day: dispel magic
Paralyzing Tongue
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Yugoloths A creature hit by the canoloth's tongue attack must
succeed on a DC 14 Constitution saving throw or
be paralyzed for 1 minute. A paralyzed creature
can repeat the saving throw at the end of each of its
Canoloth turns, ending the effect on itself on a success.
The canoloth (CR 8) can have a maximum of 3
talents.
Tongue Slam
Type: Action.
Baleful Yowl (Recharge 5-6) Talent Cost: 2 (Counts as 2 Talents).
Type: Action.
Tongue Slam. The canoloth slams a creature
Talent Cost: 2 (Counts as 2 Talents). grappled by it into a solid surface or another
Baleful Yowl (Recharge 5-6). The canoloth creature. Each creature must succeed on a DC 15
unleashes a magical, bloodcurdling yowl. Each Constitution saving throw or take 17 (2d12 + 4)
creature that isn't a yugoloth within 30 feet of the bludgeoning damage and be stunned until the end
canoloth that can hear the canoloth must succeed of the canoloth's next turn. On a successful save, the
on a DC 14 Wisdom saving throw. On a failed save, target takes half as much damage.
the target takes 16 (3d10) psychic damage and is When the canoloth uses Multiattack, it can use
frightened for 1 minute. A frightened creature Tongue Slam in place of its tongue or bite attack.
can repeat the saving throw at the end of each of
200 Chapter 2. Mordenkainen's Tome of Foes
Dhergoloth
The dhergoloth (CR 7) can have a maximum of 3
talents.
Battle Magic
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Battle Magic. When the dhergoloth uses its action
to cast a spell, it can make one melee attack as a
bonus action.
Reckless
Type: Trait.
Reckless. At the start of its turn, the dhergoloth can
gain advantage on all melee weapon attack rolls Hydroloth
during that turn, but attack rolls against it have The hydroloth (CR 9) can have a maximum of 4
advantage until the start of its next turn. talents.
Uncanny Senses
Type: Trait. Legendary Actions
Uncanny Senses. As long as the merrenoloth Type: Action.
is touching any part of its ship and it isn't Talent Cost: 4 (Counts as 4 Talents).
incapacitated, the merrenoloth can’t be surprised.
Indominatable
Type: Trait.
Indomitable (1/Day). The yagnoloth rerolls a
failed saving throw. It must use the new roll.
Maneuver Allies
Type: Action.
Maneuver Allies (Recharge 5-6). Up to three allies
within 60 feet of the yagnoloth that can hear it can
each use their reaction to move up to half their
speed without provoking opportunity attacks.
Legendary Actions
The boneclaw gains 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The boneclaw regains
spent legendary actions at the start of its turn.
Move. The boneclaw moves up to half its speed.
Claw (Costs 2 Actions). The boneclaw makes a piercing claw
attack.
Shadow Jump (Costs 3 Actions). The boneclaw uses Shadow
Jump.
Reactions
Deadly Reach. In response to a visible enemy moving into its reach,
the boneclaw makes one claw attack against that enemy. If the
attack hits, the boneclaw can make a second claw attack against the
target.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 3 (-4) 14 (+2) 1 (-5) 16 (+3) 16 (+3) 18 (+4) 3 (-4) 10 (+0) 1 (-5)
Earth Armor. The bronze scout doesn’t provoke opportunity attacks Magic Resistance. The bronze scout has advantage on saving
when it burrows. throws against spells and other magical effects.
Magic Resistance. The bronze scout has advantage on saving Actions
throws against spells and other magical effects.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Actions Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 15 Constitution saving throw or suffer one random
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
poison effect:
Hit: 8 (2d4 + 3) piercing damage plus 7 (2d6) lightning damage. If
the bronze scout's bite attack roll against a target succeeds by 5 or 1. Poison Damage: The target takes 27 (6d8) poison damage.
more and the target is a creature, the target must make a DC 13 2. Confusion: On its next turn, the target must use its action to
Constitution saving throw or be stunned until the end of the bronze make one weapon attack against a random creature it can see within
scout's next turn. 30 feet of it, using whatever weapon it has in hand and moving
beforehand if necessary to get in range. If it’s holding no weapon,
Lightning Flare (Recharges after a Short or Long Rest). Each
it makes an unarmed strike. If no creature is visible within 30 feet,
creature in contact with the ground within 20 feet of the bronze
it takes the Dash action, moving toward the nearest creature. This
scout must make a DC 13 Dexterity saving throw, taking 21 (6d6)
poison effect lasts for 1 minute. A poisoned target can repeat the
lightning damage on a failed save, or half as much damage on a
saving throw at the end of each of its turns, ending the effect on itself
successful one.
on a success.
3. Paralysis: The target is paralyzed for 1 minute. A poisoned target
can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 19 (+4) 3 (-4) 10 (+0) 1 (-5) 23 (+6) 10 (+0) 21 (+5) 3 (-4) 14 (+2) 1 (-5)
Damage Immunities poison; bludgeoning, piercing, and slashing Damage Immunities poison; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t adamantine from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned petrified, poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 12
Languages understands one language of its creator but can’t speak Languages understands one language of its creator but can’t speak
Challenge 8 (3,900 XP) Challenge 7 (2,900 XP)
Magic Resistance. The bronze scout has advantage on saving False Appearance. While the stone defender remains motionless
throws against spells and other magical effects. against an uneven earthen or stone surface, it is indistinguishable
from that surface.
Actions
Magic Resistance. The bronze scout has advantage on saving
Multiattack. The oaken bolter makes two lancing bolt attacks or one
throws against spells and other magical effects.
lancing bolt attack and one harpoon attack.
Lancing Bolt. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. Actions
or range 100/400 ft., one target. Hit: 20 (3d10 + 4) piercing damage Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
plus 5 (1d10) lightning damage. Hit: 16 (3d6 + 6) bludgeoning damage, and if the target is Huge or
smaller, it is knocked prone.
Harpoon. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one
target. Hit: 15 (2d10 + 4) piercing damage plus 5 (1d10) lightning Shield Charge. If the stone defender moves at least 10 feet straight
damage, and the target is grappled (escape DC 13). While grappled toward a target and then hits it with a slam attack on the same
in this way, a creature’s speed isn’t reduced, but it can move only in turn, the target takes an extra 10 (3d6) bludgeoning damage and if
directions that bring it closer to the oaken bolter. A creature takes the target is Huge or smaller, it is knocked prone. If the target is a
5 (1d10) slashing damage if it escapes from the grapple or if it tries creature, it must succeed on a DC 17 Constitution saving throw or
and fails. As a bonus action, the oaken bolter can pull a creature be stunned until the end of the stone defender's next turn.
grappled by it 20 feet closer. The oaken bolter can grapple only one
creature at a time. Reactions
Explosive Bolt (Recharge 5–6). The oaken bolter launches an Intercept Attack. In response to another creature within 5 feet of it
explosive charge at a point within 120 feet. Each creature within 20 being hit by an attack roll, the stone defender gives that creature a
feet of that point must make a DC 15 Dexterity saving throw, taking +5 bonus to its AC against that attack, potentially causing a miss. To
28 (8d6) fire damage on a failed save, or half as much damage on a use this ability, the stone defender must be able to see the creature
successful one. and the attacker.
Corpse Flower, Monstrous Spider Climb. The corpse flower can climb difficult surfaces,
including upside down on ceilings, without needing to make an
Huge Aberration
ability check.
Armor Class 13 (natural armor) Stench of Death. Each creature that starts its turn within 10 feet
Hit Points 207 (18d12 + 90) of the corpse flower or one of its zombies must make a DC 14
Speed 20 ft., climb 20 ft. Constitution saving throw, unless the creature is a construct or
undead. On a failed save, the creature is incapacitated until the
STR DEX CON INT WIS CHA end of the turn. Creatures that are immune to poison damage or
18 (+4) 14 (+2) 20 (+5) 7 (-2) 16 (+3) 3 (-4) the poisoned condition automatically succeed on this saving throw.
On a successful save, the creature is immune to the stench of all
corpse flowers for 24 hours.
Condition Immunities blinded, deafened
Senses blindsight 120 ft. (blind beyond this radius), passive Actions
Perception 13
Languages — Multiattack. The corpse flower makes three tentacle attacks and
Challenge 15 (13,000 XP) uses Harvest the Dead, if applicable.
Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Corpses. When first encountered, a corpse flower contains the Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed
corpses of 2d6 + 6 humanoids. A corpse flower can hold the remains on a DC 18 Constitution saving throw or take 21 (6d6) poison
of up to eighteen dead humanoids. These remains have total cover damage.
against attacks and other effects outside the corpse flower. If the
corpse flower dies, the corpses within it can be pulled free. Harvest the Dead. The corpse flower grabs one unsecured dead
humanoid within 10 feet of it and stuffs the corpse into itself, along
While it has at least one humanoid corpse in its body, the corpse with any equipment the corpse is wearing or carrying. The remains
flower can use a bonus action to do one of the following: can be used with the Corpses trait.
• The corpse flower digests two humanoid corpse in its body and
instantly regains 22 (4d10) hit points. Nothing of the digested Corpse Spray (Recharges 5-6). The corpse flower consumes up
body remains. Any equipment on the corpse is expelled from the to four humanoid corpses and discharges a powerful jet of putrid
corpse flower in its space. body fluids and bones in a 30-foot cone. Each creature in that area
must succeed on a DC 18 Constitution saving throw. On a failed
• The corpse flower animates two dead humanoids in its body, save, a target takes 2d6 piercing damage and 2d6 necrotic damage
turning them into zombies. The zombies appear in an unoccupied for each corpse consumed by the corpse flower and the target is
space within 5 feet of the corpse flower and act immediately after incapacitated until the end of the corpse flower's next turn. On
it in the initiative order. The zombies act as allies of the corpse a successful save, a target takes half as much damage and isn't
flower but aren't under its control, and the flower’s stench clings incapacitated.
to the zombies (see the Stench of Death trait).
Armor Class 12 (15 with mage armor) STR DEX CON INT WIS CHA
Hit Points 66 (12d8 + 12) 11 (+0) 16 (+3) 12 (+1) 15 (+2) 12 (+1) 18 (+4)
Speed 30 ft.
Saving Throws Int +7, Cha +9
STR DEX CON INT WIS CHA Skills Arcana +6, History +6, Perception +5
11 (+0) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 16 (+3) Damage Resistances necrotic; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t silvered
Saving Throws Int +5, Cha +6 Damage Immunities poison
Damage Resistances necrotic; bludgeoning, piercing, and slashing Condition Immunities exhaustion, poisoned
from nonmagical attacks that aren’t silvered Senses darkvision 60 ft., passive Perception 15
Damage Immunities poison Languages the languages it knew in life
Condition Immunities exhaustion, poisoned Challenge 14 (11,500 XP)
Senses darkvision 60 ft., passive Perception 11
Languages the languages it knew in life Battle Magic. When the deathlock uses its action to cast a spell that
Challenge 6 (2,300 XP) has a casting time of 1 action, it can make one deathly claw attack as
a bonus action.
Innate Spellcasting. The deathlock’s innate spellcasting ability Innate Spellcasting. The deathlock’s innate spellcasting ability
is Charisma (spell save DC 14). It can innately cast the following is Charisma (spell save DC 17). It can innately cast the following
spells, requiring no material components: spells, requiring no material components:
At will: detect magic, disguise self, mage armor At will: detect magic, disguise self, mage armor
Spellcasting. The deathlock is a 9th-level spellcaster. Its spellcasting Spellcasting. The deathlock is a 15th-level spellcaster. Its
ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It spellcasting ability is Charisma (spell save DC 17, +9 to hit with
regains its expended spell slots when it finishes a short or long rest. spell attacks). It regains its expended spell slots when it finishes a
It knows the following warlock spells: short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast (2 beams, +3 bonus to Cantrips (at will): chill touch, eldritch blast (3 beams, +4 bonus to
each damage roll), mage hand each damage roll), mage hand
1st–3rd level (2 5th-level slots): arms of Hadar, counterspell, dispel 1st–3rd level (3 5th-level slots): arms of Hadar, banishment,
magic, hold person, hunger of Hadar, invisibility, sickening counterspell, dimension door, dispel magic, hold monster, hunger
radiance, spider climb, synaptic static, vampiric touch of Hadar, invisibility, misty step, sickening radiance, spider climb,
synaptic static, vampiric touch
Turn Resistance. The deathlock has advantage on saving throws
against any effect that turns undead. 1/day: circle of death, finger of death, dominate monster
War Magic. When the deathlock uses its action to cast a cantrip, it Turn Resistance. The deathlock has advantage on saving throws
can make one deathly claw attack as a bonus action. against any effect that turns undead.
Actions Actions
Deathly Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one Deathly Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) necrotic damage. target. Hit: 13 (3d6 + 3 necrotic damage).
Grave Bolts. Ranged Spell Attack: +7 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 17 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.
Legendary Actions
The deathlock gains 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The deathlock regains
spent legendary actions at the start of its turn.
Move. The deathlock moves up to half its speed.
Claw. The deathlock makes a deathly claw attack.
Gravebolts (Costs 2 Actions). The deathlock uses Grave Bolts.
Command (Costs 1-3 Actions). The deathlock chooses up to three
allies it an see within 30 feet of it. If the target can see and hear
the deathlock, the target can use its reaction to make one weapon
attack. It costs 1 action per target.
Multiattack. The armanite makes three attacks: one with its hooves, Actions
one with its claws, and one with its serrated tail. If the armanite hits Multiattack. The devourer makes two claw attacks and can use
a creature with all three of its attacks in the same turn, the target either Imprison Soul or Soul Rend.
must succeed on a DC 18 Constitution saving throw or be stunned
for 1 minute. A stunned creature can repeat the saving throw at the Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
end of each of its turns, ending the effect on itself on a success. 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Imprison Soul. The devourer chooses a living humanoid with 0 hit
Hit: 13 (2d6 + 6) bludgeoning damage. points that it can see within 30 feet of it. That creature is teleported
inside the devourer’s ribcage and imprisoned there. A creature
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. imprisoned in this manner has disadvantage on death saving
Hit: 11 (2d4 + 6) slashing damage. throws. If it dies while imprisoned, the devourer regains 25 hit
Serrated Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., points, immediately recharges Soul Rend, and gains an additional
one target. Hit: 17 (2d10 + 6) slashing damage and if the target action on its next turn. Additionally, at the start of its next turn, the
is a creature, it is wounded. At the start of each of the wounded devourer regurgitates the slain creature as a bonus action, and the
creature's turns, it takes 5 (1d10) necrotic damage for each time creature becomes an undead. If the victim had 2 or fewer Hit Dice,
the armanite has wounded it, and it can then make a DC 18 it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul.
Constitution saving throw, ending the effect of all such wounds on Otherwise, it becomes a wight. A devourer can imprison only one
itself on a success. Alternatively, the wounded creature, or a creature creature at a time.
within 5 feet of it, can use an action to make a DC 18 Wisdom Soul Rend (Recharge 6). The devourer creates a vortex of life-
(Medicine) check, ending the effect of such wounds on it on a draining energy in a 20-foot radius centered on itself. Each
success The wound also ends if the target receives magical healing. humanoid in that area must make a DC 18 Constitution saving
Lightning Lance (Recharge 5–6). The armanite looses a bolt of throw, taking 44 (8d10) necrotic damage on a failed save, or half as
lightning in a line 60 feet long and 10 feet wide. Each creature in much damage on a successful one. Increase the damage by 10 for
the line must make a DC 16 Dexterity saving throw, taking 27 (6d8) each living humanoid with 0 hit points in that area.
lightning damage on a failed save, or half as much damage on a
successful one.
Reactions
If the devourer has a creature imprisoned and makes a
successful saving throw against a spell, or a spell attack misses
it, the spell targets the creature imprisoned in its ribcage
instead. If the spell forced a saving throw, the imprisoned
creature makes its own save. If the spell was an attack, the
attack roll is rerolled against the imprisoned creature.
Armor Class 18 (natural armor, shield) Armor Class 18 (natural armor, shield)
Hit Points 123 (14d10 + 56) Hit Points 95 (10d10 + 40)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 8 (-1) 14 (+2) 9 (-1) 18 (+4) 14 (+2) 18 (+4) 6 (-2) 13 (+1) 8 (-1)
Damage Resistances cold; bludgeoning, piercing, and slashing from Damage Resistances cold; bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t silvered nonmagical attacks that aren’t silvered
Damage Immunities fire, poison Damage Immunities fire, poison
Condition Immunities frightened, poisoned Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 11
Languages understands Infernal but can’t speak, telepathy 120 ft. Languages understands Infernal but can’t speak, telepathy 120 ft.
Challenge 8 (1,100 XP) Challenge 6 (2,300 XP)
Battle Command. As a bonus action, the merregon targets one Devil’s Sight. Magical darkness doesn’t impede the merregon’s
allied merregon it can see within 30 feet of it. If the target can see darkvision.
or hear the merregon, the target can use its reaction to make one
Legion Devil Defense. The merregon gains advantage to Strength
melee attack or to take the Dodge or Hide action.
and Dexterity saving throws if it is within 5 feet of an allied
Devil’s Sight. Magical darkness doesn’t impede the merregon’s merregon that isn't incapacitated.
darkvision.
Legion Devil Phalanx. The merregon gains +2 AC if it is within 5
Legion Devil Defense. The merregon gains advantage to Strength feet of an allied merregon that isn't incapacitated.
and Dexterity saving throws if it is within 5 feet of an allied
Magic Resistance. The merregon has advantage on saving throws
merregon that isn't incapacitated.
against spells and other magical effects.
Legion Devil Phalanx. The merregon gains +2 AC if it is within 5
Martial Advantage. Once per turn, the merregon can deal an
feet of an allied merregon that isn't incapacitated.
extra 7 (2d6) damage to a creature it hits with a weapon attack if
Magic Resistance. The merregon has advantage on saving throws that creature is within 5 feet of an ally of the merregon that isn't
against spells and other magical effects. incapacitated.
Martial Advantage. Once per turn, the merregon can deal an Actions
extra 10 (3d6) damage to a creature it hits with a weapon attack
Multiattack. The merregon makes two longsword attacks, or if an
if that creature is within 5 feet of an ally of the merregon that isn't
allied fiend of challenge rating 8 or higher is within 60 feet of it, the
incapacitated.
merregon makes three longsword attacks.
Actions Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Multiattack. The merregon makes two longsword attacks, or if an Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if
allied fiend of challenge rating 10 or higher is within 60 feet of it, the used with two hands.
merregon makes three longsword attacks.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if
used with two hands Reactions
Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of Loyal Bodyguard. When another fiend within 5 feet of the
the merregon that can hear it can each use their reaction to move up merregon is hit by an attack, the merregon causes itself to be hit
to half their speed without provoking opportunity attacks. instead.
Legion Devil Formation. When a hostile creature the merregon can
Reactions see moves within 5 feet of the merregon, the merregon can move
Command Retaliate. In response to a creature missing the up to its speed without provoking opportunity attacks. It must be
merregon with a melee attack and the attacker is visible to the able to end in a space within 5 feet of an allied merregon that isn't
merregon, it can target an ally within 5 feet of the creature. If the incapacitated.
ally can see and hear the merregon, it uses its reaction to make one
melee weapon attack against the creature with advantage on the
attack roll.
Legion Devil Formation. When a hostile creature the merregon can
see moves within 5 feet of the merregon, the merregon can move
up to its speed without provoking opportunity attacks. It must be
able to end in a space within 5 feet of an allied merregon that isn't
incapacitated.
Actions
Armor Class 20 (plate armor, shield)
Hit Points 150 (20d8 + 60) Multiattack. The narzugon uses its Infernal Command or Terrifying
Speed 30 ft. Command. It also makes three hellfire lance attacks.
Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire
20 (+5) 10 (+0) 18 (+4) 16 (+3) 16 (+3) 20 (+5) damage. If this damage kills a creature, the creature’s soul rises
from the River Styx as a lemure in Avernus in 1d4 hours. If the
Saving Throws Dex +5, Con +9, Cha +10 creature isn’t revived before then, only a wish spell or killing the
Skills Perception +8 lemure and casting true resurrection on the creature’s original
Damage Resistances acid, cold; bludgeoning, piercing, and slashing body can restore it to life. Constructs and devils are immune to this
from nonmagical attacks that aren’t silvered effect.
Damage Immunities fire, poison Infernal Command. Each ally of the narzugon within 60 feet of it
Condition Immunities charmed, frightened, poisoned can’t be charmed or frightened until the end of the narzugon’s next
Senses darkvision 120 ft., passive Perception 18 turn.
Languages Common, Infernal, telepathy 120 ft.
Challenge 16 (15,000 XP) Terrifying Command. Each creature that isn’t a fiend within 60
feet of the narzugon that can hear it must succeed on a DC 18
Command Minion. As a bonus action, the narzugon targets one Charisma saving throw or become frightened of it for 1 minute. A
devil ally or its steed with CR 12 or lower it can see within 30 feet of creature can repeat the saving throw at the end of each of its turns,
it and gives it a telepathic command. The target can use its reaction ending the effect on itself on a success. A creature that makes a
to move up to half its speed and make one weapon attack. successful saving throw is immune to this narzugon’s Terrifying
Command for 24 hours.
Diabolical Sense. The narzugon has advantage on Wisdom
(Perception) checks made to perceive good-aligned creatures. Healing (1/Day). The narzugon, or one creature it touches, regains
up to 100 hit points.
Innate Spellcasting. The narzugon’s innate spellcasting ability is
Charisma (spell save DC 18, +10 to hit with spell attacks). The Legendary Actions
narzugon can innately cast the following spells, requiring no The narzugon gains 3 legendary actions, choosing from the options
material components: below. Only one legendary action option can be used at a time and
At-will: command, hellish rebuke, scorching ray only at the end of another creature's turn. The narzugon regains
1/day each: contagion, dominate person spent legendary actions at the start of its turn.
Infernal Tack. The narzugon wears spurs that are part of infernal Move. The narzugon moves up to half its speed.
tack, which allow it to summon its nightmare companion. Hellish Command (Costs 2 Actions). The narzugon uses Infernal
Command or Terrifying Command.
Magic Resistance. The narzugon has advantage on saving throws Lance (Costs 2 Actions). The narzugon makes a Hellfire Lance
against spells and other magical effects. attack.
Smite (1/Turn). As a bonus action, when the narzugon hits a
Ravenous Nupperibo Cloud of Vermin. Any creature, other than a devil, that starts
Medium fiend (devil), lawful evil its turn within 20 feet of the nupperibo must make a DC 11
Constitution saving throw. A creature within the areas of two or
Armor Class 13 (natural armor) more nupperibos makes the saving throw with disadvantage. On a
Hit Points 22 (4d8 + 4) failure, the creature takes 2 (1d4) piercing damage.
Speed 20 ft. Hunger-Driven. In the Nine Hells, the nupperibos can flawlessly
track any creature that has taken damage from any nupperibo’s
STR DEX CON INT WIS CHA Cloud of Vermin within the previous 24 hours.
18 (+4) 11 (+0) 13 (+1) 3 (-4) 8 (-1) 1 (-5)
Ravenous. The nupperibo can take a bonus action to make one
bite attack against a creature that doesn't have all its hit points.
Skills Perception +1 Attacks against the nupperibo have advantage until the start of the
Damage Resistances acid, cold; bludgeoning, piercing, and slashing nupperibo's next turn.
from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison Actions
Condition Immunities blinded, charmed, frightened, poisoned Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
Senses blindsight 10 ft. (blind beyond this radius), passive (1d6 + 4) piercing damage.
Perception 11
Languages understands Infernal but can’t speak
Challenge 1 (200 XP)
STR DEX CON INT WIS CHA Infernal Crossbow. Ranged Weapon Attack: +9 to hit, range
22 (+6) 18 (+4) 22 (+6) 15 (+2) 16 (+3) 16 (+3) 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage, plus
one of the following effects:
Saving Throws Dex +9, Con +11, Wis +8 1. Acid. The target must make a DC 18 Constitution saving throw,
Skills Perception +13, Stealth +14, Survival +13 taking an additional 17 (5d6) acid damage on a failed save, or half
Damage Resistances cold; bludgeoning, piercing, and slashing from as much damage on a successful one.
nonmagical attacks that aren’t silvered 2. Blindness (1/Day). The target takes 5 (1d10) radiant damage. In
Damage Immunities fire, poison addition, the target and all other creatures within 20 feet of it must
Condition Immunities charmed, exhaustion, poisoned each make a successful DC 18 Dexterity saving throw or be blinded
Senses darkvision 120 ft., truesight 30 ft., passive Perception 23 until the end of the orthon’s next turn.
Languages Common, Infernal, telepathy 120 ft 3. Concussion. The target and each creature within 20 feet of it
Challenge 14 (11,500 XP) must make a DC 18 Constitution saving throw, taking 13 (2d12)
thunder damage on a failed save, or half as much damage on a
Innate Spellcasting. The orthon’s innate spellcasting ability is successful one.
Charisma (spell save DC 16, +8 to hit with spell attacks). The 4. Entanglement. The target must make a successful DC 18
orthon can innately cast the following spells, requiring no material Dexterity saving throw or be restrained for 1 hour by strands of
components: sticky webbing. A restrained creature can escape by using an action
At-will: hunter's mark to make a successful DC 18 Dexterity or Strength check. Any
1/day each: conjure volley, steel wind strike, teleport creature other than an orthon that touches the restrained creature
must make a successful DC 18 Dexterity saving throw or become
Invisibility Field. The orthon can use a bonus action to become similarly restrained.
invisible. Any equipment the orthon wears or carries is also invisible 5. Paralysis (1/Day). The target takes 22 (4d10) lightning damage
as long as the equipment is on its person. This invisibility ends and must make a successful DC 18 Constitution saving throw or be
immediately after the orthon makes an attack roll or is hit by an paralyzed for 1 minute. The paralyzed target can repeat the saving
attack. throw at the end of each of its turns, ending the effect on itself on a
Magic Resistance. The orthon has advantage on saving throws success.
against spells and other magical effects. 6. Tracking. For the next 24 hours, the orthon knows the direction
and distance to the target, as long as it’s on the same plane of
Sharpshooter. The orthon's ranged weapon attacks ignore half cover
existence. If the target is on a different plane, the orthon knows
and three-quarters cover and attacking at long range doesn't impose
which one, but not the exact location there.
disadvantage on the orthon's ranged weapon attack rolls.
Slay Foe (1/Turn). The orthon deals an extra 9 (2d8) damage with
Reactions
its weapon attack if it hits a creature that doesn't have all its hit Explosive Retribution. When it is reduced to 15 hit points or fewer,
points. the orthon causes itself to explode. All other creatures within 30
feet of it must each make a DC 18 Dexterity saving throw, taking 9
Actions (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or
Multiattack. The orthon makes two melee weapon attacks. half as much damage on a successful one. This explosion destroys
the orthon, its infernal dagger, and its brass crossbow.
Drow High Inquisitor Spellcasting. The drow is a 14th-level spellcaster. Her spellcasting
ability is Wisdom (spell save DC 20, +12 to hit with spell attacks).
Medium humanoid (elf), neutral evil
She has the following cleric spells prepared:
Armor Class 16 (breastplate) Cantrips (at will): guidance, message, poison spray, resistance,
Hit Points 169 (26d8 + 52) thaumaturgy
Speed 30 ft. 1st level (4 slots): bane, cure wounds, inflict wounds
2nd level (3 slots): blindness/deafness, silence, spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, magic circle,
STR DEX CON INT WIS CHA
protection from energy
12 (+1) 15 (+2) 14 (+2) 16 (+3) 22 (+6) 21 (+5)
4th level (3 slots): banishment, divination, freedom of movement
5th level (2 slots): contagion, dispel evil and good, insect plague
Saving Throws Con +8, Wis +12, Cha +11 6th level (1 slot): harm, true seeing
Skills Insight +12, Perception +12, Religion +9, Stealth +8 7th level (1 slot): divine word, symbol (pain)
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 22 Sunlight Sensitivity. While in sunlight, the drow has disadvantage
Languages Elvish, Undercommon on attack rolls, as well as on Wisdom (Perception) checks that rely
Challenge 17 (18,000 XP) on sight.
Discern Lie. The drow knows when she hears a creature speak a lie
Actions
in a language she knows. Multiattack. The drow makes three death lance attacks.
Fey Ancestry. The drow has advantage on saving throws against Death Lance. Melee Weapon Attack: +12 to hit, reach 5 ft., one
being charmed, and magic can’t put the drow to sleep. target. Hit: 9 (1d6 + 6) piercing damage plus 18 (4d8) necrotic
damage. The target’s hit point maximum is reduced by an amount
Innate Spellcasting. The drow’s innate spellcasting ability is equal to the necrotic damage it takes. This reduction lasts until the
Charisma (spell save DC 19). She can innately cast the following target finishes a long rest. The target dies if its hit point maximum
spells, requiring no material components: is reduced to 0.
At will: dancing lights, detect magic
1/day each: clairvoyance, darkness, detect thoughts, dispel magic,
Legendary Actions
faerie fire, levitate (self only), suggestion The drow gains 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Magic Resistance. The drow has advantage on saving throws
only at the end of another creature's turn. The drow regains spent
against spells and other magical effects.
legendary actions at the start of its turn.
Smite. As a bonus action, when the drow hits a creature with a Move. The drow moves up to half her speed without provoking
weapon attack, she can expend a 1st level spell slot to deal 9 (2d8) opportunity attacks.
necrotic or poison damage to the target. If the drow expends a spell Lance (Costs 2 Actions). The drow attacks with her Death Lance.
slot of 2nd level or higher, the extra damage increases by 1d8 for Cast Spell (Costs 1-3 Actions). The drow uses a spell slot to cast a
each level above 1st (maximum 5d8). 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs
1 legendary action per level of the spell.
Duergar Heavy Screamer Engine of Pain. Once per turn, a creature that attacks the screamer
can target the duergar trapped in it. The attacker has disadvantage
Large construct, lawful evil
on the attack roll. On a hit, the attack deals an extra 11 (2d10)
damage to the screamer, and the screamer can respond by using its
Armor Class 18 (natural armor) Multiattack with its reaction.
Hit Points 85 (10d10 + 30)
Speed 30 ft. Siege Monster. The screamer deals double damage to objects and
structures.
STR DEX CON INT WIS CHA
22 (+6) 7 (-2) 16 (+3) 5 (-3) 5 (-3) 5 (-3)
Actions
Multiattack. The screamer makes one drill attack and uses its
Damage Immunities poison Sonic Scream.
Condition Immunities charmed, exhaustion, frightened, paralyzed, Drill. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
petrified, poisoned Hit: 10 (2d12 + 4) piercing damage.
Sonic Scream. The screamer emits destructive energy in a 30-foot
Senses darkvision 60 ft., passive Perception 7 cube. Each creature in that area must succeed on a DC 13 Strength
Languages understands Dwarvish but can’t speak saving throw, taking 14 (4d6) thunder damage and is knocked
Challenge 4 (1,100 XP) prone on a failed save, or half as much damage on a successful one.
Legendary Actions
Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport
up to 30 feet to an unoccupied space it can see. The eladrin gains 3 legendary actions, choosing from the
options below. Only one legendary action option can be
Innate Spellcasting. The eladrin’s innate spellcasting ability is used at a time and only at the end of another creature's turn.
Charisma (spell save DC 18). It can innately cast the following The eladrin regains spent legendary actions at the start
spells, requiring no material components: of its turn.
At will: charm person, heroism, invisibility, Tasha’s hideous laughter Move. The eladrin moves up to half its speed without provoking
3/day each: compulsion, confusion, enthrall, suggestion opportunity attacks.
1/day each: hallucinatory terrain, heroes' feast, mass suggestion, Captivate. The eladrin casts charm person or Tasha's hideous
Otto’s irresistible dance laughter.
Attack. The eladrin makes a longsword or longbow attack.
Joyful Presence. Any non-eladrin creature that starts its turn within
60 feet of the eladrin must make a DC 18 Wisdom saving throw. On Reactions
a failed save, the creature becomes charmed by the eladrin for 1
Instinctive Charm (3/Day). The eladrin tries to magically divert an
minute. On a successful save, the creature becomes immune to any
attack made against it, provided that the attacker is within 30 feet of
eladrin’s Joyful Presence for 24 hours.
it and visible to it. The eladrin must decide to do so before the attack
Whenever the eladrin deals damage to the charmed creature, it can
hits or misses. The attacker must make a DC 18 Wisdom saving
repeat the saving throw, ending the effect on itself on a success.
throw. On a failed save, the attacker targets the creature closest to
Magic Resistance. The eladrin has advantage on saving throws it, other than eladrin or itself. If multiple creatures are closest, the
against spells and other magical effects. attacker chooses which one to target.
Actions
Multiattack. The firenewt makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Spit Fire (Recharges after a Short or Long Rest). The firenewt spits
fire at a creature within 20 feet of it. The creature must make a DC
12 Dexterity saving throw, taking 9 (2d8) fire damage on a failed
save, or half as much damage on a successful one.
Firenewt High Warlock of Imix Spellcasting. The firenewt is a 5th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It
Medium humanoid (firenewt), neutral evil
regains its expended spell slots when it finishes a short or long rest. It
knows the following warlock spells:
Armor Class 10 (13 with mage armor)
Hit Points 44 (8d8 + 8) Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
Speed 30 ft. 1st–3rd level (2 3rd-level slots): burning hands, counterspell, fear,
fireball, flaming sphere, hellish rebuke, scorching ray
STR DEX CON INT WIS CHA Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points,
13 (+1) 11 (+0) 12 (+1) 7 (-2) 11 (+0) 16 (+3) the firenewt gains 5 temporary hit points.
Damage Immunities Fire War Magic. When the firenewt uses its action to cast a cantrip, it can
Senses passive Perception 10 make one morningstar attack as a bonus action.
Languages Draconic, Ignan Actions
Challenge 3 (700 XP)
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.
Amphibious. The firenewt can breathe air and water.
Flame Wave (Recharge 6). Searing flames surge from the firenewt
Enflame Weapon (Recharges after a Short or Long Rest). The and burn those around it. Each creature within 10 feet of it must
firenewt can take a bonus action to spit flame on its weapon. For 1 succeed on a DC 13 Dexterity saving throw, taking 14 (4d6) fire
minute, the firenewt's weapon deals an extra 1d4 fire damage. damage on a failed save, or half as much damage on a successful one.
Innate Spellcasting. The firenewt’s innate spellcasting ability
is Charisma. It can innately cast mage armor (self only) at will,
requiring no material components.
Armor Class 21 (plate, shields) Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one
Hit Points 200 (16d12 + 96) target. Hit: 31 (4d10 + 9) bludgeoning damage.
Speed 30 ft. Shield Charge. The giant moves up to 30 feet in a straight line and
can move through the space of any creature smaller than Huge.
STR DEX CON INT WIS CHA The first time it enters a creature’s space during this move, it makes
28 (+9) 9 (-1) 23 (+6) 8 (-1) 10 (+0) 12 (+1) a fireshield attack against that creature. If the attack hits, the target
must also succeed on a DC 22 Strength saving throw or be pushed
Saving Throws Dex +4, Con +11, Cha +6 ahead of the giant for the rest of this move. If a creature fails the
Skills Athletics +14, Perception +5 save by 5 or more, it is also knocked prone and takes 19 (3d6 + 9)
Senses passive Perception 15 bludgeoning damage, or 30 (6d6 + 9) bludgeoning damage if it was
Languages Giant already prone.
Challenge 16 (15,000 XP)
Legendary Actions
The giant gains 3 legendary actions, choosing from the options
Dual Shields. The giant carries two shields, each of which is
below. Only one legendary action option can be used at a time and
accounted for in the giant’s AC. The giant must stow or drop one of
only at the end of another creature's turn. The giant regains spent
its shields to hurl rocks.
legendary actions at the start of its turn.
Double Shield Clap. If a creature is hit by both of the giant's Move. The giant moves up to half its speed.
fireshield attacks in the same turn, it must succeed on a DC 22 Measure Foe. The giant chooses a creature within 30 feet of it that
Constitution saving throw or become stunned until the end of its it can see. Until the end of its next turn, the giant has advantage
next turn. on its next melee weapon attack roll against the target.
Actions Fireshield (Costs 2 Actions). The giant makes a fireshield attack.
Stone Giant Elder Dreamwalker Greatclub. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage. If the target is a
Huge giant (stone giant), chaotic neutral
creature and the attack roll against the target succeeds by 5 or
more, the target must make on a DC 19 Constitution saving throw
Armor Class 18 (natural armor)
or be stunned until the end of its next turn.
Hit Points 200 (16d12 + 96)
Speed 40 ft. Petrifying Touch. The giant touches one Medium or smaller
creature within 10 feet of it that is charmed by it. The target must
STR DEX CON INT WIS CHA make a DC 18 Constitution saving throw. On a failed save, the
24 (+7) 14 (+2) 22 (+6) 10 (+0) 8 (-1) 12 (+1) target becomes petrified, and the giant can adhere the target to
its stony body. Greater restoration spells and other magic that can
Saving Throws Dex +6, Con +10, Wis +3 undo petrification have no effect on a petrified creature on the giant
Skills Athletics +15, Perception +3 unless the giant is dead, in which case the magic works normally,
Condition Immunities charmed, frightened freeing the petrified creature as well as ending the petrified
Senses darkvision 60 ft., passive Perception 13 condition on it.
Languages Common, Giant Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one
Challenge 12 (8,400 XP) target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a
creature, it must succeed on a DC 19 Strength saving throw or be
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet knocked prone.
of the giant must make a DC 13 Charisma saving throw, provided
Dreamwalker's Breath (Recharge 6). The giant exhales
that the giant isn’t incapacitated. On a failed save, the creature is
tranquilizing gas in a 30-foot cube. Each creature in that area must
charmed by the giant. A creature charmed in this way can repeat the
succeed on a DC 18 Wisdom saving throw. On a failed save, a
saving throw at the end of each of its turns, ending the effect on itself
target falls unconscious. While unconscious, the target is dreaming
on a success. Once it succeeds on the saving throw, the creature is
and cannot be woken. The unconscious target can repeat the
immune to this giant’s Dreamwalker’s Charm for 24 hours.
saving throw at the end of each of its turns. On a success, the effect
Actions ends on the target.
Multiattack. The giant makes two attacks with its greatclub.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 8 (-1) 10 (+0) 8 (-1) 14 (+2) 14 (+2) 12 (+1) 8 (-1) 12 (+1) 8 (-1)
Rampage. When the gnoll reduces a creature to 0 hit points with a Rampage. When the gnoll reduces a creature to 0 hit points with a
melee attack on its turn, the gnoll can take a bonus action to move melee attack on its turn, the gnoll can take a bonus action to move
up to half its speed and make a bite attack. up to half its speed and make a bite attack.
Actions Steady Aim (3/Day). As a bonus action, the gnoll takes careful aim
at a creature it can see within range of its ranged weapon. Until the
Multiattack. The gnoll makes three attacks: one with its bite and two end of its turn, the gnoll deals an an extra 3 (1d6) damage with its
with its shortsword. The gnoll can use Sudden Rush in place of its ranged weapon attack against the target.
two shortsword attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions
Hit: 5 (1d4 + 3) piercing damage. Multiattack. The gnoll makes two melee attacks with its spear or
two ranged attacks with its longbow.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Sudden Rush. Until the end of the turn, the gnoll’s speed increases
by 60 feet and it doesn’t provoke opportunity attacks. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6
(1d8 + 2) piercing damage when used with two hands to make a
melee attack.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
target. Hit: 6 (1d8 + 2) piercing damage, and the target’s speed is
reduced by 10 feet until the end of its next turn.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 8 (-1) 9 (-1) 10 (+0) 7 (-2) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 14 (+2)
Magic Resistance. The alhoon has advantage on saving throws Legendary Actions
against spells and other magical effects. The alhoon gains 3 legendary actions, choosing from the options
Innate Spellcasting (Psionics). The alhoon’s innate spellcasting below. Only one legendary action option can be used at a time and
ability is Intelligence (spell save DC 18). It can innately cast the only at the end of another creature's turn. The alhoon regains spent
following spells, requiring no components: legendary actions at the start of its turn.
Cantrip. The alhoon casts a cantrip.
At will: detect thoughts, levitate, misty step, suggestion
Chilling Grasp. The alhoon uses its Chilling Grasp.
1/day each: dominate monster, plane shift (self only)
Frightening Gaze (Costs 2 Actions). The alhoon fixes its gaze on
Spellcasting. The alhoon is a 12th-level spellcaster. Its spellcasting one creature it can see within 10 feet of it. The target must succeed
ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). on a DC 15 Wisdom saving throw against this magic or become
The alhoon has the following wizard spells prepared: frightened for 1 minute. The frightened target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
success. If a target's saving throw is successful or the effect ends for
it, the target is immune to the alhoon's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within
20 feet of the alhoon must make a DC 16 Constitution saving throw
against this magic, taking 17 (5d6) necrotic damage on a failed save,
or half as much damage on a successful one.
Frost Salamander, Elder Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 10 (1d8 + 6) piercing damage and 5 (1d10) cold damage.
Huge elemental, unaligned
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Armor Class 18 (natural armor) Hit: 19 (3d8 + 6) bludgeoning damage plus 5 (1d10) cold damage
Hit Points 230 (20d12 + 100) and if the target is a Huge or smaller creature, it must make a DC
Speed 60 ft., burrow 40 ft., climb 40 ft. 19 Strength saving throw or be pushed up to 10 feet away and is
knocked prone.
STR DEX CON INT WIS CHA
Freezing Breath (Recharge 6). The salamander exhales chill wind
22 (+6) 12 (+1) 20 (+5) 7 (-2) 12 (+1) 7 (-2)
in a 60-foot cone. Each creature in that area must make a DC 18
Constitution saving throw, taking 66 (12d10) cold damage on a
Saving Throws Con +10, Wis +6 failed save, or half as much damage on a successful one.
Skills Perception +6
Damage Vulnerabilities fire Tail Sweep (Recharge 5-6). The salamander attempts to knock
Damage Immunities cold multiple targets prone with one swing of its tail in a 15-foot cube.
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Each creature within the area must make a DC 19 Strength saving
Languages Primordial throw, taking 19 (3d8 + 6) bludgeoning damage and 5 (1d10) cold
Challenge 15 (13,000 XP) damage and is pushed up to 10 feet away and knocked prone on a
failed save, or half as much damage and isn't pushed or knocked
Aura of Frost. Any creature that starts its turn within 10 feet of the prone on a successful one.
frost salamander takes 5 (1d10) cold damage.
Legendary Actions
Burning Fury. When the salamander takes fire damage, its Freezing The salamander gains 3 legendary actions, choosing from the
Breath automatically recharges. options below. Only one legendary action option can be used at a
Actions time and only at the end of another creature's turn. The salamander
regains spent legendary actions at the start of its turn.
Multiattack. The salamander makes five attacks: four with its claws Move. The salamander moves up to half its speed.
and one with its bite. Claw (Costs 2 Actions). The salamander makes a claw attack.
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Tail (Costs 3 Actions). The salamander makes a tail attack.
Hit: 9 (1d6 + 6) piercing damage and 5 (1d10) cold damage.
Canoloth Yowler
Medium fiend (yugoloth), neutral evil
Uncanny Senses. The canoloth can’t be surprised while it isn’t Magic Resistance. The dhergoloth has advantage on saving throws
incapacitated. against spells and other magical effects.
Magic Weapons. The dhergoloth’s weapon attacks are magical.
Actions
Multiattack. The canoloth makes two attacks: one with its Actions
tongue or its bite and one with its claws. If available, the Multiattack. The dhergoloth makes two claw attacks.
canoloth can use Baleful Yowl in place of its tongue or bite
attack. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 25 (6d6 + 4) piercing damage. Flailing Claws (Recharge 5–6). The dhergoloth moves up to its
walking speed in a straight line and targets each creature within
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 5 feet of it during its movement. Each target must succeed on
Hit: 15 (2d10 + 4) slashing damage. a DC 16 Dexterity saving throw or take 23 (3d12 + 4) slashing
damage.
Tongue. Ranged Weapon Attack: +8 to hit, range 30 ft., one
target. Hit: 17 (2d12 + 4) piercing damage. If the target is Teleport. The dhergoloth magically teleports, along with
Medium or smaller, it is grappled (escape DC 16), pulled up to any equipment it is wearing or carrying, up to 60 feet to an
30 feet toward the canoloth, and restrained until the grapple unoccupied space it can see.
ends. The canoloth can grapple one target at a time with its
tongue. Chatter (Recharge 5-6). The dhergoloth rapidly chatters and
clacks its mandibles, creating a mindnumbing noise. Each
Baleful Yowl (Recharge 5-6). The canoloth unleashes a magical, creature that isn't a yugoloth within 30 feet of the dhergoloth
bloodcurdling yowl. Each creature that isn't a yugoloth within that can hear the dhegoloth must succeed on a DC 17 Wisdom
30 feet of the canoloth that can hear the canoloth must succeed saving throw. On a failed save, the target can't take actions
on a DC 16 Wisdom saving throw. On a failed save, the target except move up to half its speed for 1 minute. Affected creatures
takes 16 (3d10) psychic damage and is frightened for 1 minute. can repeat the saving throw at the end of each of its turns,
A frightened creature can repeat the saving throw at the end of ending the effect on itself on a success. On a successful saving
each of its turns, ending the effect on itself on a success. On a throw, the creature is immune to the dhergoloth's Chatter for 24
successful save, the target takes half as much damage. hours.
Actions
Multiattack. The yagnoloth makes one massive arm attack and one
electrified touch attack, or it makes one massive arm attack and
teleports before or after the attack.
Electrified Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 31 (7d8) lightning damage.
Massive Arm. Melee Weapon Attack: +10 to hit, reach 15 ft., one
target. Hit: 24 (3d12 + 5) bludgeoning damage. If the target is a
creature, it must succeed on a DC 18 Constitution saving throw or
become stunned until the end of the yagnoloth’s next turn.
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