Dragonix - DM Options, Monster Talents II

Download as pdf or txt
Download as pdf or txt
You are on page 1of 246

DM OPTIONS

MONSTER TALENTS II

Mannix "Dragonix" Manansala

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

Chapter 3. Bonus Sampler Stat Blocks 1


Credits
Design and Development
Andrew Mannix "Dragonix" Manansala
https://twitter.com/DM_Dragonix
Email: [email protected]

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.

2 Chapter 3. Bonus Sampler Stat Blocks


Introduction Talent Descriptions
Below is the format for talent descriptions:

What are Monster Talents?

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

Chapter 3. Bonus Sampler Stat Blocks 3


Table of Contents
CHAPTER 1. Guard Drake, 35 Vegepygmies, 62 CHAPTER 2.
Vegepygmy Chief, 62
VOLO'S GUIDE TO MORDENKAINEN'S
H
MONSTERS Hags, 36 W TOME OF FOES
Annis Hag, 36 Wood Woad, 62
B Bheur Hag, 37 A
Banderhobb, 6 Hobgoblins, 38 X Allip, 68
Barghest, 7 Hobgoblin Devastator, 38 Xvarts, 63 Astral Dreadnought, 69
Beholders, 7 Hobgoblin Iron Shadow, 38 Xvart Warlock, 63
Death Kiss
Gauth, 8 K Y B
Gazer, 9 Ki-Rin, 39 Yeth Hound, 64 Balhannoth, 70
Bodak, 9 Kobolds, 40 Yuan-ti, 64 Berbalang, 72
Boggle, 10 Kobold Dragonshield, 40 Yuan-ti Anathema, 64 Boneclaw, 72
Kobold Inventor, 41 Yuan-ti Broodguard, 66
C Kobold Scale Sorcerer, 41 Yuan-ti Mind Whisperer, 66 C
Catoblepas, 10 Korred, 41 Yuan-ti Nightmare Speaker, 66 Cadaver Collector, 73
Cave Fisher, 11 Yuan-ti Pit Master, 67 Choker, 75
Chitine, 12 L Clockworks, 75
Choldrith, 12 Leucrotta, 43 Bronze Scout, 75
Cranium Rats, Swarm of, 13 Iron Cobra, 76
M Oaken Bolter, 76
D Meenlock, 43 Stone Defender, 77
Darklings Mindflayers, 44 Corpse Flower, 77
Deep Scion, 14 Alhoon, 44
Demons, 14 Elder Brain, 46 D
Babau, 14 Ulitharid, 47 Deathlocks, 79
Maw Demon, 15 Mindwitness, 48 Deathlock, 79
Shoosuva, 16 Morkoth, 49 Deathlock Mastermind, 79
Devourer, 17 Deathlock Wight, 80
Dinosaurs, 18 N Demons, 80
Brontosaurus, 18 Neogi, 50 Alkilith, 81
Deinonychus, 18 Neogi, 51 Armanite, 82
Dimetrodon, 18 Neogi Master, 51
Quetzalcoatlus, 19 Neothelid, 52
Stegosaurus, 19 Nilbog, 53
Draegloth, 20
O
F Orcs, 53
Firenewts, 20 Orc Blade of Ilneval, 54
Firenewt Warrior, 20 Orc Claw of Luthic, 55
Giant Strider, 21 Orc Hand of Yurtrus, 55
Warlock of Imix, 21 Orc Nurtured One, 56
Flail Snail, 22 Orc Red Fang, 56
Froghemoth, 22 Tanarukk, 56
G Q
Giants, 23 Quickling, 56
Cloud Giant Smiling One, 25
Fire Giant Dreadnought, 26 R
Frost Giant Everlasting One, Redcap, 57
27
Mouth of Grolantor, 28 S
Stone Giant Dream- walker, Sea Spawn, 58
29 Shadow Mastiff, 58
Storm Giant Quintessent, 30 Slithering Tracker, 59
Girallon, 31 Spawn of Kyuss, 59
Gnolls, 32
Flind, 32 T
Gnoll Flesh Gnawer, 33 Tlincalli, 60
Gnoll Hunter, 33 Trapper, 61
Gnoll Witherling, 34
Grung, 34 V
Grung Elite Warrior, 35 Vargouille, 61
Grung Wildling, 35

4 Chapter 3. Bonus Sampler Stat Blocks


Table of Contents
Bulezau, 83 Summer Eladrin, 144 The Hungry, 183 Ravenous Nupperibo, 216
Dybbuk, 84 Winter Eladrin, 145 The Lonely, 184 Orthon Scalphunter, 217
Maurezhi, 84 Elder Elementals, 146 The Lost, 185 Drow, 218
Molydeus, 86 Leviathan, 146 The Wretched, 186 High Inquisitor, 218
Nabassu, 88 Phoenix, 148 Starspawn, 186 Shadowblade Elite, 219
Rutterkin, 89 Elder Tempest, 149 Starspawn Grue, 186 Duergar, 220
Sibriex, 89 Zaratan, 149 Starspawn Hulk, 186 Tyrant, 220
Wastrilith, 90 Starspawn Larva Mage, 188 Heavy Hammerer, 220
Demon Lords, 91 Elemental Myrmidons, 150 Starspawn Mangler, 189 Mind Overlord, 221
Baphomet, 91 Air Myrmidon, 150 Starspawn Seer, 190 Heavy Screamer, 221
Fraz-Urb’luu, 96 Earth Myrmidon, 151 Steeders, 191 Eladrin, 222
Graz'zt, 97 Fire Myrmidon, 152 Steel Predator, 191 Autumn, Elder, 222
Juiblex, 99 Water Myrmidon, 153 Stone Cursed, 193 Spring, Elder, 223
Orcus, 101 Sword Wraiths, 193 Summer, Elder, 224
Yeenoghu, 104 G Commander, 193 Winter, Elder, 225
Zuggtmoy, 106 Giff, 154 Warrior, 194 Firenewts, 226
Derro, 108 Githyanki, 155 Flame Warrior, 226
Derro, 108 Gish, 155 T Elder Warlock of Imix, 226
Derro Savant, 108 Kith'rak, 156 Tortle, 194 Giants, 227
Supreme Commander, 158 Trolls, 195 Cloud Giant Elder Smiling
Devils, 109 Githzerai, 160 Dire Troll, 195 One, 227
Abishai Black, 109 Anarch, 160 Rot Troll, 196 Fire Giant Dreadnought
Abishai, Blue, 110 Enlightened, 161 Spirit Troll, 197 Elite, 228
Abishai, Green, 111 Gray Render, 162 Venom Troll, 198 Stone Giant Elder
Abishai, Red, 112 Vampiric Mist, 199 Dreamwalker, 228
Abishai, White, 113 H Frost Giant Elite Everlasting
Amnizu, 114 Howler, 163 Y One, 229
Hellfire Engine, 114 Kruthiks, 165 Yugoloths, 200 Gnolls, 230
Merregon, 116 Hive Lord, 165 Canoloth, 200 Flesh Gnawer Elite, 230
Narzugon, 116 Dhergoloth, 201 Hunter Elite, 230
Nupperibo, 118 M Hydroloth, 201 Elder Witherling, 230
Orthon, 118 Marut, 165 Merrenoloth, 203 Hobgoblins, 231
Arch-Devils, 119 Meazel, 168 Oinoloth, 203 Devastator Elite, 231
Bael, 119 Yagnoloth, 204 Iron Shadow Elite, 231
Geryon, 121 N Kobolds, 232
Hutijin, 122 Nagpa, 168 Dragonshield Elite, 232
Moloch, 124 Nightwalker, 169 Elder Scale Sorcerer, 232
Titivilus, 125 Kobold Elder, 233
Zariel, 126 O Mindflayers, 234
CHAPTER 3. BONUS
Drow, 129 Oblex, 171 Alhoon, Ancient, 234
Arachnomancer, 130 Oblex Spawn, 171 SAMPLER STAT Mindwitness, Elder, 235
Favored Consort, 130 Adult Oblex, 172 BLOCKS Salamander, Frost, Elder, 236
House Captain, 131 Elder Oblex, 172 Yugoloths, 237
Inquisitor, 132 Ogres, 173 Death Kiss, Elder, 206 Canoloth Yowler, 237
Matron Mother, 133 Ogre Battering Ram, 173 Boneclaw, Ancient, 207 Dhergoloth Chatterer, 237
Shadowblade, 134 Ogre Bolt Launcher, 173 Clockworks, 208 Hydroloth Elder, 238
Dwarves, Duergar, 135 Ogre Chain Brute, 174 Bronze Scout, Giant, 208 Yagnoloth Warmaster, 239
Despot, 135 Ogre Howdah, 174 Iron Cobra, Giant, 208
Hammerer, 136 Oaken Bolter, Heavy, 209
Kavalrachni, 136 R Stone Defender, Heavy, 209
Mind Master, 137 Retriever, 175 Corpse Flower, 210
Screamer, 137 Cranium Rats, Swarm of
Soulblade, 138 S Elder, 207
Stone Guard, 138 Salamander, Frost, 176 Deathlocks, 212
Warlord, 139 Deathlock Warcaster, 212
Xarrorn, 139 Deathlock Overlord, 212
Shadar-kai, 177 Demons, 213
E Gloom Weaver, 177 Armanite Ravager, 213
Eidolon, 140 Shadow Dancer, 178 Devourer, Elder, 213
Eidolon, 140 Soul Monger, 179 Maurezhi Ghoul Lord, 214
Sacred Statue, 140 Skulk, 180 Devils, 215
Eladrin, 142 Skull Lord, 180 Merregon Captain, 215
Autumn Eladrin Sorrowsworn, 182 Merregon Legionnaire, 215
Spring Eladrin, 143 The Angry, 182 Narzughon Blackguard, 216

Chapter 3. Bonus Sampler Stat Blocks 5


Chapter 1. Volo's Guide to Monsters
T his chapter contains the talents of creatures Enfeebling Tongue
found in the Volo's Guide to Monsters Type: Trait.
supplement. A creature that takes necrotic damage from the
banderhobb's tongue attack has disadvantage on
Strength checks and Strength saving throws until
the start of the banderhobb's next turn.
Banderhobb
The banderhobb (CR 5) can have a maximum of 2
talents. Giant Gut
Type: Trait.
The banderhobb can have up to two Medium
Combat Advantage creatures, one Medium and two Small creatures, or
Type: Trait. four Small creatures swallowed at a time.
Once during its turn when the banderhobb hits a
target with a weapon attack and has advantage on
the attack roll, it deals an extra 7 (2d6) damage. Poisonous Bite
Type: Trait.

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.

A creature that takes damage from the


banderhobb's bite attack is poisoned until the end
Beholders
of the banderhobb's next turn.
Death Kiss
The death kiss (CR 10) can have a maximum of 4
talents.

Barghest Blood Spurt


Type: Action.
The barghest (CR 4) can have a maximum of 2
talents. The death kiss gains a Blood Spurt attack.
Blood Spurt. Ranged Weapon Attack +8 to hit, reach
60 ft., one target. Hit: 11 (2d10) lightning damage.
Battle Magic When the death kiss uses its multiattack, it can
Type: Trait. replace one of its tentacle attacks with Blood Spurt.
Talent Cost: 2 (Counts as 2 Talents).
When the barghest uses its action to cast a spell
that has a casting time of 1 action, it can make one
Improved Multiattack
Type: Trait.
claws attack as a bonus action.
Talent Cost: 2 (Counts as 2 Talents).
The death kiss makes four tentacle attacks. Up
Improved Innate Spellcasting to four of these attacks can be replaced by Blood
Type: Action. Drain, one replacement per tentacle grappling a
The barghest can innately cast the following spells creature.
(Charisma spell save DC 12), requiring no material
components: 1/day (each): blink, mislead.

Chapter 1. Volo's Guide to Monsters 7


Lightning-Charged Tentacles
Type: Trait.
The death kiss's tentacle attacks deal an extra 1d6
lightning damage.

Stunning Blood Drain


Type: Trait.
A creature that fails its saving throw against the
death kiss's Blood Drain by 5 or more is stunned
until the end of the death kiss' next turn.

Gauth
The gauth (CR 6) can have a maximum of 3 talents.

Explosive Death Throes


Type: Trait.
When the gauth dies, the magical energy within
Legendary Actions it explodes, and each creature within 20 feet of it
Type: Action. must make a DC 14 Dexterity saving throw, taking
18 (4d8) force damage on a failed save, or half as
Talent Cost: 4 (Counts as 4 Talents).
much damage on a successful one.
The death kiss 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 Extra Eye Ray Attack
of another creature's turn. The death kiss regains Type: Trait.
spent legendary actions at the start of its turn.
Hover. The death kiss moves up to its speed Talent Cost: 2 (Counts as 2 Talents).
without provoking opportunity attacks. When the gauth uses its Eye Rays attack, it can
Tentacle. The death makes a tentacle attack. shoot one extra magical eye ray at random (reroll
duplicates).

Lightning Blood Splash


Type: Trait. Opportunistic Bite
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.

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.

8 Chapter 1. Volo's Guide to Monsters


Potent Stunning Gaze Gazer
Type: Trait. The gazer (CR 1/2) can have 1 talent.
A creature that fails its saving throw against the
gauth's Stunning Gaze by 5 or more is stunned for
1 minute. A stunned creature can repeat the saving
Extra Eye Ray Attack
throw at the end of each of its turns, ending the Type: Trait.
effect on itself with a success. When the gazer uses its Eye Rays attack, it can
shoot one extra magical eye ray at random (reroll
duplicates).
Spasmodic Eye Ray
Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
Spasmodic Eye Ray
Type: Reaction.
When a creature the gauth can see hits the gauth
with an attack and is within 120 feet of the gauth, When a creature the gazer can see hits the gazer
the gauth shoots the creature with one of its eye with an attack and is within 60 feet of the gazer, the
rays, chosen at random. gazer shoots the creature with one of its eye rays,
chosen at random.

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.

Debilitating Aura of Annihilation


Type: Trait.
A creature that takes necrotic damage from the
bodak's Aura of Annihilation gains disadvantage on
melee attack rolls, Strength checks, and Dexterity
checks until the end of its next turn.

Chapter 1. Volo's Guide to Monsters 9


Debilitating Fist
Type: Trait.
A creature that takes necrotic damage from the
Boggle
The boggle (CR 1/8) can have 1 talent.
bodak's fist attack gains disadvantage on melee
attack rolls, Strength checks, and Dexterity checks
until the end of the bodak's next turn.
Hurl Oil Glob
Type: Action.
Greater Aura of Annihilation Hurl Oil Glob (Recharge 4-6). The boggle hurls a
Type: Trait. glob of oil at a space on the ground within 30 feet
of it. The oil is either slippery or sticky (boggle's
Talent Cost: 2 (Counts as 2 Talents). choice). It otherwise acts as an Oil Puddle. If a
The bodak can activate or deactivate this feature creature is currently occupying the space, it must
as a bonus action. While active, the aura deals 10 succeed on a DC 11 Dexterity saving throw. On a
necrotic damage to any creature that ends its turn success, the creature avoids the oil glob and moves
within 30 feet of the bodak. Undead and fiends to the safest space within 5 feet. On a failure, the
ignore this effect. This feature replaces the Bodak's creature is unable to avoid the puddle and starts its
Aura of Annihilation. turn in the Oil Puddle.

Shriveling Gaze Noxious Oil


Type: Trait. Type: Trait.
A creature that fails its saving throw against the The boggle can create nauseating oil using its
bodak's Withering Gaze by 5 or more ages 1d4 x Boggle Oil feature.
10 years. The aging effect can be reversed with a Noxious Oil. While coated in noxious oil, the boggle
greater restoration spell, but only within 24 hours gains disadvantage to its Charisma checks. Any
of it occurring. creature other than a boggle that starts its turn
within 5 feet of the boggle must succeed on a DC 11
Constitution saving throw or be poisoned until the
start of the boggle's next turn.

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.

Extended Death Ray


Type: Trait.
The catoblepas can target creatures within 60 feet
of it with its Death Ray. Cave Fisher
The cave fisher (CR 3) can have a maximum of 2
talents.
Multiattack
Type: Action.
Acidic Filament
Prerequisite: Debilitating Bite. Type: Trait.
Multiattack. The catoblepas makes two attacks: A creature hit by the cave fisher's adhesive filament
one with its tail and one with its debilitating bite. It takes 2 (1d4) acid damage. A creature grappled by
can't make both attacks against the same target. the cave fisher's adhesive filament takes 2 (1d4)
acid damage at the start of each of the cave fisher's
turns.
Staggering Tail
Type: Trait.
Chapter 1. Volo's Guide to Monsters 11
Bite and destroyed (AC 10; hp 5 hit points; vulnerability
Type: Action. to fire damage; and immunity to bludgeoning,
poison, and psychic damage).
The cave fisher gains a Bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target grappled by the cave fisher's adhesive
filament. Hit: 6 (1d6 + 3) slashing damage plus 2
(1d4) acid damage.

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.

Improved Innate Spellcasting


Type: Trait.
The swarm’s spellcasting ability is Intelligence
(spell save DC 13). As long as it has more than half
of its hit points remaining, the swarm can innately minute. A creature can repeat the saving throw at
cast the following spells, requiring no components:: the end of each of its turns, ending the effect on
1/day (each): clairvoyance, fear, phantasmal force. itself on a success.

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.

Mind Blast Ambusher


Type: Action. Type: Trait.
The swarm of cranium rats gains the Mind Blast Ambusher. The darkling has advantage on attack
feature. rolls against any creature it has surprised.
Mind Blast (Recharge after a Short or Long Rest).
The swarm magically emits psychic energy in a 30-
foot cone. Each creature in that area must succeed Poison Dagger
on a DC 13 Intelligence saving throw or take 15 Type: Trait.
(3d8 + 2) psychic damage and be stunned for 1
A creature hit by the darkling's dagger attack must
Chapter 1. Volo's Guide to Monsters 13
Deceitful
Type: Trait.
The deep scion has advantage on Charisma checks
when trying to pass itself as a different person.
In addition, creatures' Wisdom (Insight) checks
and Intelligence (Investigation) checks made
against the deep scion have disadvantage.

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.

any nonmagical weapon that hits the babau


Maw Demon
The maw demon (CR 1) can have 1 talent.
corrodes. After dealing damage, the weapon takes
a permanent and cumulative -1 penalty to damage
rolls. If its penalty drops to -5, the weapon is
destroyed.
Abyssal Bite
When a creature hits the babau with a magical Type: Trait.
weapon and deals damage, it must succeed on The maw demon's bite scores a critical hit on a roll
a DC 13 Dexterity saving throw with advantage of 19 or 20 except against fiends and undead.
on the roll. On a failed save, the weapon takes a
permanent and cumulative -1 penalty to damage
rolls. If its penalty drops to -5, the weapon is Abyssal Maw
destroyed. Type: Trait.
Ammunition that hits the babau is destroyed after
A creature hit by a maw demon's bite attack has
dealing damage.
disadvantage on its next attack roll until the start
of the maw demon's next turn. This feature has no
effect on fiends and undead.
Corrosive Weapons
Type: Trait.
The babau's melee attacks deal an extra 4 (1d8)
acid damage.

Chapter 1. Volo's Guide to Monsters 15


Pack Tactics
Type: Trait.
Pounce
Pack Tactics. The maw demon has advantage on an
Type: Trait.
attack roll against a creature if at least one of the
maw demon’s allies is within 5 feet of the creature If the shoosuva moves at least 30 feet straight
and the ally isn’t incapacitated. toward a creature and then hits it with a bite attack
on the same turn, that target must succeed on a
DC 15 Strength saving throw or be knocked prone.
If the target is prone, the shoosuva can make one
raking claws attack against it as a bonus action.
Raking Claws. Melee Weapon Attack: +7 to hit,
reach 5 ft., one prone target. Hit: 9 (2d4 + 4)
Shoosuva slashing damage.
The shoosuva (CR 8) can have a maximum of 3
talents.
Venomous Stinger
Type: Trait.
Magic Resistance
A creature takes 7 (2d6) poison damage at the
Type: Trait.
start of each of its turns while poisoned by the
Magic Resistance. The shoosuva has advantage shoosuva's tail stinger.
on saving throws against spells and other magical
effects.
Yeenoghu's Laugh
Type: Action.
Pack Tactics
Yeenoghu's Laugh (1/Day). The shoosuva emits an
Type: Trait.
unnerving hyena-like laugh. Each ally that is within
Pack Tactics. The shoosuva has advantage on an 30 feet of it, can hear it, and is not already affected
attack roll against a creature if at least one of the by Yeenoghu's Laugh gains 5 temporary hit points.
shoosuva’s allies is within 5 feet of the creature and All other creatures within 30 feet must succeed
the ally isn’t incapacitated. on a DC 14 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it,
the creature is immune to the Yeenoghu's Laugh for
the next 24 hours.

16 Chapter 1. Volo's Guide to Monsters


Devourer
The devourer (CR 13) can have a maximum of 5
talents.

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.

Spell Deflect (3/Day)


Type: Reaction.

Chapter 1. Volo's Guide to Monsters 17


Talent Cost: 2 (Counts as 2 Talents). The brontosaurus attempts to knock multiple
targets prone with one swing of its tail in a 20-foot
If the devourer has a creature imprisoned and
cube. Each creature within the area must make a
makes a successful saving throw against a spell,
DC 16 Strength saving throw, taking 32 (6d8 + 5)
or a spell attack misses it, the devourer causes
bludgeoning damage and is pushed up to 10 feet
the spell to target the creature imprisoned in its
away and knocked prone on a failed save, or half as
ribcage instead. If the spell forced a saving throw,
much damage and isn't pushed and knocked prone
the imprisoned creature makes its own save. If
on a successful one.
the spell was an attack, the attack roll is rerolled
against the imprisoned creature.

Deinonychus
The deinonychus (CR 1) can have 1 talent.

Dinosaurs Cunning Hunter


Type: Trait.
Brontosaurus The deinonychus can take a bonus action on each of
The brontosarus (CR 5) can have a maximum of 2 its turns in combat. This action can be used only to
talents. take the Dash or Hide action.

Ground Smash Mangle


Type: Action. Type: Trait.
The brontosaurus gains a Ground Smash attack. A Medium or smaller creature that is hit by the
deinonychus's bite attack is grappled (escape DC
Ground Smash (Recharge 5-6). The brontosaurus 12). Until this grapple ends, the target is restrained
slams the ground with its foot, triggering an earth
and the deinonychus can automatically hit the
tremor. All other creatures on the ground within target with its bite but can't make bite attacks
30 feet of the brontosaurus must succeed on a against other targets.
DC 16 Strength saving throw, taking 14 (2d8 +
5) bludgeoning damage and is knocked prone on
a failed save, or half as much damage and isn't
knocked prone on a successful on.

Stunning Stomp Dimetrodon


The dimetrodon (CR 1/2) can have 1 talent.
Type: Trait.
A creature that fails its saving throw against the
brontosaurus's Stomp by 5 or more is also stunned Hold Breath
until the end of the brontosaurus's next turn. Type: Trait.
Hold Breath. The dimetrodon can hold its breath
for 15 minutes.
Tail Sweep (Recharge 5-6)
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).

18 Chapter 1. Volo's Guide to Monsters


Mangle
Type: Trait.
A Medium or smaller creature that is hit by the
dimetrodon's bite attack is grappled (escape
DC 12). Until this grapple ends, the target is
restrained and the dimetrodon can automatically
hit the target with its bite but can't make bite
attacks against other targets.

Quetzalcoatlus
The quetzalcoatlus (CR 2) can have 1 talent.

Forceful Dive Attack


Type: Trait.
If the quetzalcoatlus is flying and dives at least
30 feet toward a target and then hits with a bite
attack, the attack deals an extra 10 (3d6) damage
to the target and the target must succeed on a DC
12 Strength saving throw or be knocked prone.

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

Chapter 1. Volo's Guide to Monsters 19


prone with one swing of its tail. Each creature Tethering Web
within a 15 by 15 ft. space originating from the Type: Trait.
stegosaurus must make a DC 15 Strength saving
Prerequisite: Web.
throw, taking 26 (6d6 + 5) piercing damage and
is pushed up to 10 feet away and knocked prone Tethering Web. As a bonus action, the draegloth
on a failed save, or half as much damage and isn't can pull a target restrained by its web into an
pushed and knocked prone on a successful one. unoccupied space within 5 feet of the draegloth.

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.

Bruiser Aura of Fire


Type: Trait. Type: Trait.
Bruiser. A creature that takes damage from the Any creature that starts its turn within 5 feet of the
draegloth's melee attack has disadvantage on its firenewt warrior takes 2 (1d4) fire damage.
next attack roll until the end of its next turn.

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.

20 Chapter 1. Volo's Guide to Monsters


Extended Spit Fire Widened Fire Burst
Type: Trait. Type: Trait.
The firenewt warrior can spit fire at a creature Each creature in a 15-foot radius burst on the point
within 20 feet. of impact are affected by the giant strider's fire
burst.

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.

Flame Wave (Recharge 6)


Type: Action.
Searing flames surge from the firenewt and burn
those around it. Each creature within 10 feet of it
must succeed on a DC 12 Dexterity saving throw,
taking 10 (3d6) fire damage on a failed save, or half
as much damage on a successful one.

War Magic
Type: Trait.
When the firenewt uses its action to cast a cantrip,
it can make one morningstar attack as a bonus
action.

Chapter 1. Volo's Guide to Monsters 21


Flail Snail
The flail snail (CR 3) can have a maximum of 2
talents.

Extended Flail Tentacle


Type: Trait.
The snail's flail tentacle has a reach of 15 ft.

Recharging Antimagic Shell


Type: Trait.
When determining if an additional effect might
occur after the snail succeeds on its saving throw
against a spell or a spell attack misses it, a roll of
3-4 Recharge the snail's Scintillating Shell feature.

Regenerate Flail Tentacles


Type: Trait.
The snail can use an action to regrow 1d4 tentacles,
up to a maximum of 5 tentacles.
The froghemoth gains 3 legendary actions,
choosing from the options below. Only one
Reactive Shell Defense legendary action option can be used at a time and
Type: Reaction. only at the end of another creature's turn. The
Reactive Shell Defense. The flail snail withdraws froghemoth regains spent legendary actions at the
into its shell, gaining a +4 bonus to AC against an start of its turn.
attack that would hit it. To do so, the flail snail Move. The froghemoth moves up to half its speed.
must see the attacker. It retains the AC bonus until Kick. The froghemoth makes a kick attack (see
it emerges. It can emerge from its shell as a bonus below).
action on its turn. Tentacle (Costs 2 Actions). The froghemoth
makes a tentacle attack.
Tongue (Costs 2 Actions). The froghemoth makes
a tongue attack (but can't use its bonus action to
make a bite attack if successful).
Kick. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 10 (1d8 + 6) bludgeoning damage,
Froghemoth and the target must succeed on a DC 18 Strength
The froghemoth (CR 10) can have a maximum of 4 saving throw or be knocked prone.
talents.

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.

Thunderous Croak (Recharge


5-6)
Type: Action.
The froghemoth emits a shrill, mind-wracking
screech. Each creature within 30 feet of
the froghemoth must succeed on a DC 17
Constitution saving throw or become deafened
until the end of the froghemoth's next turn. If
a target fails its saving throw by 5 or more, it is
also stunned while deafened this way.
If the froghemoth uses its Multiattack and
Thunderous Croak is available, it can use its
Thunderous Croak in place of its tongue or bite
attack.

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 Boulder


Type: Action. Type: Trait.

Talent Cost: 2 (Counts as 2 Talents). Prerequisite Rock action.

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.

Chapter 1. Volo's Guide to Monsters 23


Cleaving Swing (Recharge 5-6)
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Each creature within range of the giant's melee
weapon attack must make a Dexterity saving throw.
The DC is equal to 8 plus the giant's Strength
modifier plus its proficiency bonus (see MM page
8). On a failed save, the target takes damage equal
to the giant's melee weapon damage, or half as
much damage on a successful one.

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.

Prerequisite Must be using a heavy weapon.


Frost Giant Everlasting One:
Before the giant makes a melee weapon attack, it Stomp. Melee Weapon Attack: +11 to hit, reach 5
can choose to take a -5 penalty to the attack roll. If ft., one prone target smaller than the giant. Hit: 16
the attack hits, it adds +10 to the attack's damage. (2d8 + 7) bludgeoning damage.
24 Chapter 1. Volo's Guide to Monsters
Cloud Giant Smiling One
Mouth of Grolantor: The cloud giant smiling one (CR 11) can have a
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., maximum of 4 talents.
one prone target smaller than the giant. Hit: 14
(2d8 + 5) bludgeoning damage.
Battle Magic
Stone Giant Dreamwalker: Type: Trait.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 Talent Cost: 2 (Counts as 2 Talents).
ft., one prone target smaller than the giant. Hit: 15 When the giant uses its action to cast a spell that
(2d8 + 6) bludgeoning damage. has a casting time of 1 action, it can make one
morningstar attack as a bonus action.
Storm Giant Quintessenth:
Stomp. Melee Weapon Attack: +14 to hit, reach 5
ft., one prone target smaller than the giant. Hit: 18 Cutting Words
(2d8 + 9) bludgeoning damage. Type: Reaction.
Cutting Words (3/Day). When a creature that the
Rip Earth giant can see within 60 feet of it makes an attack
Type: Trait. roll, an ability check, or a damage roll, it rolls a d8
and subtract the die rolled from the creature’s roll.
Prerequisite Rock Action, Boulder
The giant can rip a huge chunk off the ground
nearby and use it as its rock attack, shattering into
many pieces upon impact. Any creature within 10
feet of the target of the giant's rock attack must
succeed on a Dexterity saving throw, even if the
giant misses its target. The DC is equal to 8 plus the
giant's Strength modifier plus its proficiency bonus
(see MM page 8). On a failed save, the target takes
half as much damage of the rock attack hit.

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.

Chapter 1. Volo's Guide to Monsters 25


It can choose to use this feature after the creature the effect ends. If a creature's saving throw is
makes its roll, but before the DM determines successful, the creature is immune to the cloud
whether the attack roll or ability check succeeds or giant's mists of memnor for the next 24 hours.
fails, or before the creature deals its damage. The
creature is immune if it can’t hear the giant or if it’s
immune to being charmed. Swift Shapechanger
Type: Trait.
The giant can take a bonus action to polymorph
Fogsight into into a beast or humanoid it has seen, or back
Type: Trait.
into its true form. Its statistics, other than its speed,
The cloud giant's vision is not obscured by fog or are the same in each form. Any equipment it is
mists. wearing or carrying isn’t transformed. The giant
reverts to its true form if it dies.

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

26 Chapter 1. Volo's Guide to Monsters


Wisdom (spell save DC 13). The fire giant can attack from the giant when they move 5 feet or
innately cast the following spells, requiring no more while within the giant's reach, and if the giant
material components: hits a creature with an opportunity attack, the
3/day: heat metal target's speed is reduced to 0 until the end of the
1/day: flame strike current turn.

Legendary Actions Wave of Flames (Recharge 6)


Type: Trait. Type: Action.
Talent Cost: 4 (Counts as 4 Talents). Prerequisite Forgecaller
The giant gains 3 legendary actions, choosing Searing flames surge from the fire giant and
from the options below. Only one legendary action incinerate those around it. Each creature within
option can be used at a time and only at the end of 20 feet of it must make a DC 13 Dexterity saving
another creature's turn. The giant regains spent throw. On a failed save, the target takes 45 (13d6)
legendary actions at the start of its turn. fire damage and catches fire. On a successful save,
Move. The giant moves up to half its speed. the target takes half as much damage and doesn't
catch fire.
Measure Foe. The giant chooses a creature within
30 feet of it that it can see. Until the end of its
next turn, the giant has advantage on its next
melee weapon attack roll against the target.
Fireshield (Costs 2 Actions). The giant makes
a fireshield attack.

Frost Giant Everlasting


Indomitable One
Type: Trait. The frost giant everlasting one (CR 12) can have a
Indomitable (1/Day). The giant rerolls a failed maximum of 5 talents.
saving throw. It must use the new roll.

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

Chapter 1. Volo's Guide to Monsters 27


Monstrous Regeneration
Type: Trait.
Monstrous Regeneration. The giant regains 15 hit
points at the start of its turn. If the giant takes acid
or fire damage, this trait doesn’t function at the
start of its next turn. The giant dies only if it starts
its turn with 0 hit points and doesn’t regenerate.

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.

Winter Blast (Recharge 6)


Type: Action.
Prerequisite Ice Shaper
The frost giant magically emits freezing ice in a 30-
foot cone. Each creature in that area must make a
DC 13 Strength saving throw, taking 31 (9d6) cold
damage and is restrained for 1 minute on a failed
save, or half as much damage and isn't restrained
on a successful one. While restrained in this way,
the creature, or another creature within 5 feet of it,
can make a DC 16 Strength check during its turn.
On a success, the creature is no longer restrained.

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.

Chapter 1. Volo's Guide to Monsters 29


Staggering Blow
Type: Trait.
If the giant's greatclub or rock attack roll
against a target succeeds by 5 or more, the
target must succeed on a DC 18 Constitution
saving throw. On a failed save, the target is
stunned until the end of the giant's next turn.

Storm Giant Quintes-


sent
The stone giant quintessent (CR 16) can have
a maximum of 6 talents.

Extra Legendary Action


Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The giant can take 1 extra legendary action
before the start of its next turn. The giant can
retake this talent up one additional time. The
extra legendary action stacks.

Howling Winds (Recharge 6)


Type: Action.
Prerequisite Storm Mantle
The storm giant magically emits a powerful
electrified gusts of wind in a 60 foot cone. of the target's turns, the target and each creature
Each creature in that area must make a DC 17 within 15 feet of the target takes 22 (4d10)
Strength saving throw. On a failed save, the target lightning damage. The creature can make a DC
takes 17 (5d6) bludgeoning damage and 17 (5d6) 17 Wisdom saving throw at the end of each of its
lightning damage and is pushed up to 20 feet away turns, ending the effect on a success.
and is knocked prone. On a successful save, the
target takes half as much damage and isn't knocked
prone. Shocking Thunderbolt
Type: Trait.
If a creature fails its saving throw against giant's
Lightning Veil (Recharge 5-6) thunderbolt by 5 or more, the target is paralyzed
Type: Action. for 1 minute. The paralyzed target can make a DC
Talent Cost: 2 (Counts as 2 Talents). 18 Constitution saving throw at the end of each of
its turns. On a success, the effect ends on the target.
Lightning Veil (Recharge 5-6). The giant chooses
a creature within 60 feet of it. At the start of each

30 Chapter 1. Volo's Guide to Monsters


Stunning Sword
Type: Trait.
Girallon
The girallon (CR 4) can have a maximum of 2
If the giant's lightning sword attack roll against talents.
a target succeeds by 5 or more, the target must
succeed on a DC 22 Constitution saving throw. On a
failed save, the target is stunned until the end of the Maul
giant's next turn. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Storm Mantle Once per turn, when a Large or smaller creature
Type: Trait. is hit by two of the girallon's claw attacks in the
Talent Cost: 2 (Counts as 2 Talents). same turn, it is grappled (escape DC 14). Until
this grapple ends, the target is restrained and the
Any creature that starts its turn within 10 feet girallon can automatically hit the target with two of
of the giant takes 10 (3d6) lightning damage. In its claw attacks but can't use two of its claw attacks
addition, the giant's lightning sword deal an extra against other targets.
10 (3d6) thunder damage.

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.

Thunder Javelin (Recharge 5-6)


Type: Trait.
As a bonus action, the giant charges its Wind Javelin
with lightning energy. After the javelin hits the
target, a burst of lightning explodes in the target's
vicinity. The target and each creature within 10
feet of it must succeed on a DC 17 Dexterity saving
throw, taking 13 (3d8) lightning damage on a failed
save, or half as much damage on a successful one.

Chapter 1. Volo's Guide to Monsters 31


Relentless (Recharge after a Short Talent Cost: 2 (Counts as 2 Talents).
or Long Rest) Distracting Strike (1/Turn). When the flind hits
Type: Trait. a creature with a weapon attack, the next attack
If the girallon takes 20 damage or less that would roll against the target by an attacker other than the
reduce it to 0 hit points, it is reduced to 1 hit point flind has advantage if the attack is made before the
instead. start of the flind's next turn.

Terrifying Roar (Recharge 5-6) Extended Flail Attacks


Type: Action. Type: Trait.
The girallon emits a horrifying roar. Each creature The reach of the flind's flail attacks is increased to
within 60 feet that can hear its roar must succeed 10 feet.
on a DC 13 Wisdom saving throw or be frightened
for one minute. A frightened creature can repeat
the saving throw at the end of each of its turns, Indomitable
ending the effect on itself on a success. Type: Trait.
When the girallon uses Multiattack and Terrifying
Indomitable (1/Day). The flind rerolls a failed
Roar is available, the girallon can use Terrifying
saving throw. It must use the new roll.
Roar in place of its bite.

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.

Flind Prey on the Weak


Type: Trait.
The flind (CR 9) can have a maximum of 4 talents.
The flind has advantage on its first attack roll made
each turn against a creature that doesn't have all
Command Retaliate of its hit points or is impaired by any negative
Type: Reaction. condition (frightened, incapacitated, poisoned,
restrained, etc.).
Talent Cost: 2 (Counts as 2 Talents).
Command Retaliate. In response to a creature
missing the flind with a melee attack and the Yeenoghu's Command
attacker is visible to the flind, it can target an ally Type: Action.
within 5 feet of the creature. If the ally can see
and hear the flind, it uses its reaction to make one Command. The flind targets a gnoll ally it can see
melee weapon attack against the creature with within 30 feet of it that can see and hear the flind.
advantage on the attack roll. The gnoll ally uses its reaction to move up to half its
speed and make one bite attack.

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.

Chapter 1. Volo's Guide to Monsters 33


Gnoll Witherling hit points with a melee attack on its turn, the
The gnoll witherling (CR 1/4) can have 1 talent. witherling can take a bonus action to move up to its
speed and make a bite attack.

Improved Vengeful Strike


Type: Reaction.
This feature replaces Vengeful Strike.
Improved Vengeful Strike. In response to a gnoll
being reduced to 0 hit points within 30 feet of
the witherling, the witherling moves up to half its
speed and makes a melee 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,

Chapter 1. Volo's Guide to Monsters 35


Tail Whip (Recharge 5-6) throw is successful or the effect ends for it, the
Type: Reaction. creature is immune to the annis's Despairing Cackle
When a creature the guard drake can see and is for the next 24 hours.
within 5 feet of the guard drake hits the guard
drake with an attack, the guard drake attacks the
creature with its tail. Improved Innate Spellcasting
Type: Trait.
The annis hag's spellcasting ability is Charisma
(spell save DC 13). The hag can innately cast the
following spells, requiring no material components:
3/day (each): heat metal, hold person

Hags Mountain Stalker


Type: Trait.
The annis hag has advantage on Wisdom
Annis Hag
The annis hag (CR 6) can have a maximum of 3
talents.

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.

Ice Shield (3/Day)


Shapechanger Type: Reaction.
Type: Trait. The bheur hag creates a sheet of hard ice that adds
The annis hag can use an action to polymorph into 4 to its AC against one melee attack that would hit
a Large or smaller beast or giant of CR 5 or lower, it. The sheet of ice melts or shatters immediately
or back into its true form. after. To do so, the bheur hag must see the attacker.

Slam Foe Improved Innate Spellcasting


Type: Action. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). The bheur hag's spellcasting ability is Charisma
(spell save DC 13). The bheur hag can innately
Slam Foe. The annis hag slams a creature grappled
cast the following spells, requiring no material
by it into another creature it can see within 5 feet of
components:
it or a solid surface. Each creature must succeed on
At will (each): armor of Agathys, Snilloc's snowball
a DC 16 Strength saving throw or take 36 (9d6 + 5)
swarm
bludgeoning damage and be stunned until the end
1/day: investiture of ice
of the annis hag's next turn. On a successful save,
the target takes half the bludgeoning damage and
isn't stunned.
Numbing Touch
Type: Action.
Numbing Touch. Melee Spell Attack: +6 to hit,
reach 5 ft., one creature. Hit: 10 (3d6) cold damage
and the creature must make a DC 14 Constitution
Bheur Hag saving throw or the target becomes vulnerable
to cold, its speed is halved, it can't take reactions,
The bheur hag (CR 7) can have a maximum of 3
and it can take either an action or a bonus action
talents.
on its turn, not both. The effects last 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
Aura of Frost success. On a successful save, a creature takes half
Type: Trait. as much damage and suffers no other effects.
Any creature that starts its turn within 5 feet of the
bheur hag takes 5 (1d10) cold damage.
Numbing Cackle
Type: Action.
Freezing Touch Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
Numbing Cackle (Recharge 5-6). The bheur hag
Prerequisite: Numbing Touch. makes a chilling cackle. Each creature that isn't
If a creature fails its saving throw against bheur immune to cold within 30 feet of the hag and
hag's numbing touch by 5 or more, the target is able to hear the hag must succeed on a DC 14
paralyzed for 1 minute. The paralyzed target can Constitution saving throw. On a failed save, a target
make a DC 14 Constitution saving throw at the end becomes vulnerable to cold, its speed is halved, it

Chapter 1. Volo's Guide to Monsters 37


can't take reactions, and it can take either an action Type: Trait.
or a bonus action on its turn, not both. The effects When the hobgoblin uses its action to cast a spell,
last for 1 minute. A creature can repeat the saving it can use a bonus action to take the Dash or
throw at the end of each of its turns, ending the Disengage action.
effect on itself on a success. On a successful save, a
creature takes half as much damage and suffers no
other effects.

Hobgoblin Iron Shadow


The hobgoblin iron shadow (CR 2) can have 1
talent.

Hobgoblins Combat Advantage


Type: Trait.

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.

Battle Magic (3/Day) Poison Darts


Type: Trait.
Type: Trait.
A creature hit by the hobgoblin's dart attack must
When the hobgoblin uses its action to cast a spell
that has a casting time of 1 action, it can make one
melee weapon attack as a bonus action.

Devastating Spell (1/Day)


Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
When the hobgoblin casts a spell from the 1st-level
slot, it can choose to make this spell deal maximum
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.

Tactical Magic (3/Day)


38 Chapter 1. Volo's Guide to Monsters
succeed on a DC 12 Constitution saving throw or
become poisoned until the end of its next turn.
Diving Charge
Type: Action.
Shadow Strike Diving Charge. If the ki-rin is flying and dives at
Type: Trait. least 20 feet straight toward a target and then hits
it with a horn attack on the same turn, the target
After the hobgoblin uses Shadow Jaunt, it then has
takes an extra 9 (2d8) piercing damage. If the
advantage on the first melee attack it makes before
target is a creature, it must succeed on a DC 17
the end of the turn.
Strength saving throw or be knocked prone.

Extra Legendary Action


Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).

Ki-Rin The ki-rin can take 1 extra legendary action before


the start of its next turn. The ki-rin can retake
The ki-rin (CR 12) can have a maximum of 5 this talent up to one additional time. The extra
talents. legendary action stacks.

Aura of Radiance Flyby


Type: Trait. Type: Trait.
A hostile creature that starts its turn within 5 feet The ki-rin doesn't provoke opportunity attacks
of the ki-rin takes 4 (1d8) radiant damage. when it flies out of an enemy's reach.

Chapter 1. Volo's Guide to Monsters 39


Legendary Spell
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The ki-rin gains a new legendary action option.
Casts Spell (Costs 1-3 Actions). The ki-rin
expends a spell slot to cast a 1st-, 2nd-, or 3rd-
level spell that it has prepared. Doing so costs 1
legendary action per level of the spell.

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.

40 Chapter 1. Volo's Guide to Monsters


In addition, if the kobold moves at least 10 feet Kobold Scale Sorcerer
straight toward a target and then hits it with its The kobold scale sorcerer (CR 1) can have 1 talent.
shield slam attack on the same turn, the target
takes an extra 2 (1d4) bludgeoning damage. lf the
target is a Medium or smaller creature, it must Tiamat's Breath (1/Day)
succeed on a DC 11 Strength saving throw or be Type: Trait.
knocked prone.
Tiamat's Breath (1/Day). The kobold chooses
from acid, cold, fire, lightning, or poison and
expends a spell slot. The kobold exhales energy of
the chosen type in a 30-foot cone. Each creature
in that area must make a DC 12 Dexterity saving
throw, taking 3d6 damage of the chosen energy
Kobold Inventor type per spell slot level on a failed save, or half as
The kobold inventor (CR 1/4) can have 1 talent. much damage on a successful one.

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.

Chapter 1. Volo's Guide to Monsters 41


Hair Slam Rhyme of Calling
Type: Action. Type: Trait.

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.

42 Chapter 1. Volo's Guide to Monsters


Stunning Rock Sundering Bite
Type: Trait. Type: Trait.
Prerequisite: Forceful Rock Talent Cost: 2 (Counts as 2 Talents).
A creature that fails its Strength saving throw Sundering Bite. If the leucrotta's bite attack roll
against the korred's Forceful Rock feature by 5 or against a target succeeds by 5 or more, the Armor
more is stunned until the end of the korred's next Class (AC) of the armor or shield (determined
turn. randomly) of the target takes a permanent and
cumulative -1 penalty. If its Armor Class drops to
0, the armor or shield is destroyed. If the armor or
shield is magical, the wearer must succeed on a DC
13 Wisdom saving throw. On a failed save, Armor
Class (AC) of the armor or shield (determined
randomly) takes a permanent and cumulative -1
Leucrotta penalty. If its Armor Class drops to 0, the armor or
The leucrotta (CR 3) can have a maximum of 2 shield is destroyed.
talents.

Unnerving Laugh (Recharge 5-6)


Abyssal-blooded Type: Action.
Type: Trait.
Unnerving Laugh (Recharge 5-6). The leucrotta
Talent Cost: 2 (Counts as 2 Talents). emits a demoralizing laugh-like hooting sound.
The leucrotta has damage resistance to cold; fire; Each creature within 60 feet of the leucrotta and
lightning; bludgeoning, piercing, and slashing from can hear the leucrotta must succeed on a DC 12
nonmagical attacks and immunity to poison. Wisdom saving throw or become frightened for 1
minute. A frightened target can repeat the saving
throw at the end of each of its turns, ending the
Bone Bite effect on itself on a success. If a target’s saving
Type: Trait. throw is successful or the effect ends for it, the
target is immune to the leucrotta’s Unnerving
Bone Bite. Once during its turn when the leucrotta Laugh for the next 24 hours.
hits a creature with a bite attack and has advantage
on the attack roll, it deals an extra 4 (1d8). The
target must make a DC 14 Constitution saving
throw. On a failed save, the target has disadvantage
on ability checks, attack rolls, and saving throws,
can't take reactions, and can't move more than half
its speed until the end of the leucrotta's next turn. Meenlock
The meenlock (CR 2) can have 1 talent.

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:

44 Chapter 1. Volo's Guide to Monsters


3/day (each): misty step, suggestion Paralyzing Touch
Type: Action
Talent Cost: 2 (Counts as 2 Talents).
Innate Spellcaster II (Psionics)
Type: Trait. A creature that takes damage from the alhoon's
chilling grasp must succeed on a DC 14 Constitution
Prerequisite: Innate Spellcaster (Psionics). saving throw or be paralyzed for 1 minute. The
The alhoon's innate spellcasting ability is target can repeat the saving throw at the end of
Intelligence (spell save DC 16). The alhoon can each of its turns, ending the effect on itself on a
innately cast the following spells, requiring no success.
material components:
1/day (each): confusion, telekinesis
Psionic Shield (3/day)
Type: Reaction.
Legendary Actions The alhoon adds its Intelligence modifier (+4) to its
Type: Trait. AC against one melee or ranged attack that would
Talent Cost: 4 (Counts as 4 Talents). hit it. To do so, the alhoon must see the
attacker.
The alhoon 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 alhoon regains spent
legendary actions at the start of its turn.
Cantrip. The alhoon casts a cantrip.
Chilling Grasp. The alhoon uses its Chilling Grasp.
Frightening Gaze (Costs 2 Actions). The alhoon
fixes its gaze on one creature it can see within
10 feet of it. The target must succeed on a DC 15
Wisdom saving throw against this magic or
become frightened for 1 minute. The frightened
target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success. If a target's saving throw is successful or
the effect ends for it, the target is immune to the
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 15 Constitution saving throw against this
magic, taking 17 (5d6) necrotic damage on a
failed save, or half as much damage on a successful
one.

Legendary Resistance
Type: Trait.
Legendary Resistance (1/Day). If the alhoon fails a
saving throw, it can choose to succeed instead.

Chapter 1. Volo's Guide to Monsters 45


Psychic Defense The alhoon magically teleports, along with any
Type: Trait. equipment it is wearing or carrying, up to 40 feet to
an unoccupied space it can see.
As long as the alhoon 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.

Summon Lesser Undead (1/day)


Type: Action.
Elder Brain
The elder brain (CR 14) can have a maximum of 5
Talent Cost: 2 (Counts as 2 Talents). talents.
The alhoon summons 2d6 skeletons, 1d8 zombies,
1d4 shadows, 1d4 ghouls, 1d4 spectres, or 1d2
ghasts. A summoned undead appears in an Extended Mind Blast
unoccupied space within 60 feet of the alhoon and Type: Trait.
acts as an ally of the alhoon. It remains for one Talent Cost: 2 (Counts as 2 Talents).
minute, until it or the alhoon is destroyed, or until
the alhoon dismisses it as an action. The elder brain's mind blast feature has a range of
90 ft.

Teleport (3/Day) Extended Tentacle


Type: Action.
Type: Trait.
The elder brain's tentacle has a reach of 40 ft.

Extra Legendary Action


Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The elder brain can take 1 extra legendary action
before the start of its next turn. The elder brain can
retake this talent up one additional time. The extra
legendary action stacks.

Legendary Spell
Type: Legendary Action.
Cast Spell (Costs 2 Actions). The elder brain
casts a spell.

Innate Spellcaster (Psionics)


Type: Trait.
The elder brain's innate spellcasting ability is

46 Chapter 1. Volo's Guide to Monsters


Intelligence (spell save DC 18). The alhoon can Ulitharid
innately cast the following spells, requiring no The ulitharid (CR 9) can have a maximum of 4
material components: talents.
3/day: shield
1/day: telekinesis
Enslave Humanoid (3/day)
Type: Action.
Innate Spellcaster II (Psionics)
Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
The ulitharid targets one incapacitated humanoid
Prerequisite: Innate Spellcaster (Psionics).
creature it can see within 30 feet of it. The target
Talent Cost: 2 (Counts as 2 Talents). must succeed on a DC 17 Intelligence saving
The alhoon can innately cast the following spells, throw or be magically charmed by the ulitharid
requiring no material components: until the ulitharid dies or until it is on a different
1/day: psychic scream plane of existence from the target. The charmed
target is under the ulitharid's control and can't
take reactions, and the ulitharid and the target can
communicate telepathically with each other over
Multiattack
any distance. Whenever the charmed target takes
Type: Action.
damage, the target can repeat the saving throw. On
Talent Cost: 2 (Counts as 2 Talents). a success, the effect ends. No more than once every
The elder brain makes two tentacle attacks. 24 hours, the target can also repeat the saving
throw when it is at least 1 mile away from the
ulitharid.
Psychic Thrust (3/Day)
Type: Reaction.
Indomitable
When a creature the elder brain is aware of Type: Trait.
moves within 10 feet of the elder brain, the elder
brain projects a wave of psionic energy towards Indomitable (2/Day). The ulitharid rerolls a failed
the target. The target must succeed on a DC 18 saving throw. It must use the new roll.
Strength saving throw, taking 14 (2d8 + 5) psychic
damage and is pushed up to 20 feet away and
knocked prone on a failed save, or half as much Innate Spellcaster (Psionics)
damage and isn't pushed or knocked prone on a Type: Trait.
successful one. The ulitharid's innate spellcasting ability is
Intelligence (spell save DC 17). The ulitharid can
innately cast the following spells, requiring no
Tight Grasp material components:
Type: Trait. At will (each): misty step, suggestion.
A creature has disadvantage on Strength and
Dexterity ability checks made to escape being
grappled by the elder brain's tentacle. Legendary Actions
Type: Trait.
Talent Cost: 4 (Counts as 4 Talents).
The ulitharid 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 ulitharid regains spent
Chapter 1. Volo's Guide to Monsters 47
The ulitharid adds its Intelligence modifier (+5)
to its AC against one melee or ranged attack that
would hit it. To do so, the ulitharid must see the
attacker.

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.

Psychic Thrust (3/Day)


Type: Reaction.
When a creature the ulitharid is aware of moves
within 10 feet of the ulitharid, the ulitharid can
projects a wave of psionic energy towards the
target. The target must succeed on a DC 17
Strength saving throw, taking 9 (1d8 + 5) psychic
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 prone on a
successful one.

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 (Recharges 5-6)


Type: Action. Expanded Hypnosis Cone
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.

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.

Magic Resistance Extended Tentacles


Type: Trait. Type: Trait.
Magic Resistance. The mindwitness has advantage The morkoth's tentacles have a reach of 10 ft.
on saving throws against spells and other magical
effects.

Mind Blast (Recharges 6)


Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Mind Blast (Recharge 6). The mindwitness
magically emits psychic energy in a 30-foot cone.
Each creature in that area must succeed on a DC
13 Intelligence saving throw or take 11 (2d8 + 2)
psychic damage and be stunned for 1 minute. A
target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.

Spasmodic Eye Ray


Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
When a creature the mindwitness can see hits the
mindwitness with an attack and is within 120 feet
of the mindwitness, the mindwitness can attack the
creature with one of its eye rays, chosen at random.

Chapter 1. Volo's Guide to Monsters 49


Legendary Actions grappled by it into another creature or a solid
Type: Trait. surface within 5 feet. Each creature must
Talent Cost: 4 (Counts as 4 Talents). succeed on a DC 14 Constitution saving throw or
take 15 (3d8 + 2) bludgeoning damage and be
The morkoth can take 3 legendary actions, stunned until the end of the morkoth's next turn.
choosing from the options below. Only one On a successful save, the target takes half the
legendary action option can be used at a time and bludgeoning damage and isn't stunned.
only at the end of another creature's turn. The
morkoth regains spent legendary actions at the
start of its turn.
Tight Grasp
Bite. The morkoth makes one bite attack. Type: Trait.
Tentacles. The morkoth makes one attack with its
tentacles. A creature has disadvantage on Strength and
Hypnosis (Costs 2 Actions). The morkoth uses Dexterity ability checks made to escape being
Hypnosis. grappled by the morkoth's tentacles.
Cast Spell (Costs 1-3 Actions). The morkoth uses
a spell slot to cast a 1st-, 2nd-, or 3rd-level spell
that it has prepared. Doing so costs 1 legendary Venomous Bite
action per level of the spell. Type: Trait.
A creature hit by a morkoth's bite attack must
succeed on a DC 14 Constitution saving throw or
Magic Resistance become poisoned for 1 minute.
Type: Trait.
Magic Resistance. The morkoth has advantage
on saving throws against spells and other magical
effects.

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.

Swift Spellcaster (3/day)


Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
The morkoth can take a bonus action to cast a spell
that has a casting time of 1 action.

Tentacle Slam
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Tentacle Slam. The morkoth slams a creature

50 Chapter 1. Volo's Guide to Monsters


Enslave (3/day)
Type: Trait.
The neogi can use Enslave up to 3/day.

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.

Neogi Battle Magic


The neogi (CR 3) can have a maximum of 2 talents. Type: Trait.
Talent Cost: 2 (Counts as 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.

Chapter 1. Volo's Guide to Monsters 51


Neothelid emanates from the neothelid's body. Any creature
The neothilid (CR 13) can have a maximum of 5 that starts its turn within 10 feet of the neothelid
talents. takes 4 (1d8) psychic damage.

Extended Acid Breath Rubbery Hide


Type: Trait. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). The neothelid has resistance to bludgeoning and
The neothelid exhales acid in a 90-foot cone. slashing damage from nonmagical attacks.

Extended Tentacles Staggering Tail


Type: Trait. Type: Trait.
The neothelid's tentacles have a reach of 20 ft. Prerequisite: Multiattack.
If the neothelid's tail attack roll against a target
Legendary Actions succeeds by 5 or more, the target must make a DC
Type: Trait. 21 Constitution saving throw or be stunned until
the end of the neothelid's next turn.
Talent Cost: 4 (Counts as 4 Talents).
The neothelid can take 3 legendary actions,
choosing from the options below. Only one Tail Strike
legendary action option can be used at a time and Type: Reaction.
only at the end of another creature's turn. The
Talent Cost: 2 (Counts as 2 Talents).
neothelid regains spent legendary actions at the
start of its turn. When a creature the neothelid can see starts
Slither. The neothelid moves up to half its speed. its turn within 15 feet of the neothelid, the
Tail Slam. The neothelid makes one attack with its neothelid attacks it with its tail (see Tail attack in
tail (see Tail attack in Multiattack). Multiattack).
Tentacles (Costs 2 Actions). The neothelid makes
one attack with its tentacles.
Cast spell (Costs 3 Actions). The neothelid casts Vitriolic Breath
a spell. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).

Multiattack A creature that fails its saving throw against the


Type: Trait. neothelid's acid breath attack by 5 or more is
doused in acid and takes extra acid damage for
Talent Cost: 2 (Counts as 2 Talents). the next 3 turns. The target takes 10 (3d6) acid
The neothelid makes two attacks: one with its damage at the start of the first turn, 7 (2d6) acid
tentacles and one with its tail. damage at the start of the second, and 3 (1d6) acid
damage at the start of the third.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft.,
The effect ends if the target receives magical
one target. Hit: 17 (2d8 + 8) bludgeoning damage.
healing.

Psionic Aura
Type: Trait.
An aura of unstable psionic energy constantly

52 Chapter 1. Volo's Guide to Monsters


Nilbog
The nilbog (CR 1) can have 1 talent.

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.

Chapter 1. Volo's Guide to Monsters 53


Relentless Endurance (1/day) Orc Blade of Ilneval
Type: Trait. The orc blade of ilneval (CR 4) can have a maximum
When the orc is reduced to 0 hit points but not of 2 talents.
killed outright, it can drop to 1 hit point 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 (1/day) Ilneval's Opening


Type: Action. Type: Trait.

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

54 Chapter 1. Volo's Guide to Monsters


orc can then use its reaction to make one melee Rend
weapon attack at the target. Type: Trait.
If a creature is hit by at least two of the orc's claw
attacks in the same turn, it takes an extra 4 (1d8)
slashing damage.

Orc Claw of Luthic


The orc claw of Luthic (CR 2) can have 1 talent.

Luthic's Gift (Recharges after a


Short or Long Rest)
Orc Hand of Yurtrus
The orc hand of Yurtrus (CR 2) can have 1 talent.
Type: Trait.
Luthic's Gift (Recharges after a Short or Long
Rest). As a bonus action, the orc wills its arms, Corrupted Form
hands, and fingernails to suddenly elongate to Type: Trait.
monstrous proportions. The orc's claw attacks' Corrupted Form. A creature that touches the orc
reach extend to 10 feet. This effect lasts for 1 or hits it with a melee attack while within 5 feet of
minute. it must make a DC 13 Constitution saving throw.
On a failed save, the creature takes 7 (2d6) poison
damage and becomes poisoned for 1 minute. While

Chapter 1. Volo's Guide to Monsters 55


poisoned, the target can't regain hit points. On a without any components. Wisdom is its
success, the creature takes half as much damage spellcasting ability.
and isn't poisoned. A creature poisoned by this
effect can repeat the save at the end of each of its
turn, ending the effect on itself on a success.

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.

56 Chapter 1. Volo's Guide to Monsters


The quickling's innate spellcasting ability is move up to its speed toward a hostile creature that
Wisdom (spell save DC 11). The quickling can it can see that doesn't have all its hit points.
innately cast the following spells, requiring no
material components:
At will (each): disguise self, silent image, vicious Reaping Sickle
mockery. Type: Trait.
1st level: hex
Reaping Sickle. Any wicked sickle attack roll the
redcap makes against a creature that doesn't have
Stab Foot all its hit points is a critical hit on a roll of 19 or 20
Type: Trait. on a d20.

Stab Foot. Once per turn when the quickling hits


a Large or smaller humanoid creature with a Staggering Boot
dagger attack and deals damage, it can reduce the Type: Trait.
speed of the target by 10 feet until the start of the
A creature that fails its saving throw against the
quickling's next turn.
redcaps's Ironbound Pursuit attack by 5 or more is
stunned for 1 minute. A stunned creature can
Swarm Tactics repeat the saving throw at the end of each of its
Type: Trait. turns, ending the effect on itself with a success.
Swarm Tactics. The quickling pack lord has
advantage on an attack roll against a creature if at
least two of the quickling's allies is within 5 feet of
the creature and the allies aren't incapacitated.

Redcap
The redcap (CR 3) can have a maximum of 2 talents.

Dip Cap in Blood


Type: Trait.
Dip Cap in Blood. As a bonus action, the redcap
dips its cap in a space where a creature took
bludgeoning, piercing, or slashing damage and was
reduced to 0 hit points within the past hour. For 1
minute, the redcap has advantage on melee attack
rolls against any creature that doesn't have all its
hit points.

Go for the Kill


Type: Trait.
Go for the Kill. As a bonus action, the redcap can

Chapter 1. Volo's Guide to Monsters 57


Stealthy releasing the ink, the sea spawn can use the Dash
Type: Trait. action as a bonus action.
Stealthy. On each of its turns, the redcap can use a
bonus action to take the Hide action.
Lightning Discharge
Type: Action.
Lightning Discharge (Recharges 5-6). The sea
spawn discharges electricity that shocks targets
around it. Each creature within 10 feet of the sea
Sea Spawn spawn must succeed on a DC 12 Constitution
saving throw. On a failed save, the target takes 9
The sea spawn (CR 1) can have 1 talent.
(2d8) lightning damage and is stunned until the
end of its next turn. On a successful save, the target
takes half as much damage and isn't stunned.
Defensive Quills
Type: Trait.
Prerequisite: Piscine Anatomy (Poison Quills). Venomous Bite
Defensive Quills. A creature that touches the sea Type: Trait.
spawn or hits it with a melee attack while within 5 Prerequisite: Piscine Anatomy (Bite).
feet of it gets pricked by a quill and takes 3 (1d6)
A creature hit by a sea spawn's bite attack must
piercing damage and must succeed on a DC 12
succeed on a DC 12 Constitution saving throw,
Constitution saving throw or become poisoned
taking 9 (2d8) poison damage on a failed save, or
until a creature takes an action to remove the quill.
half as much damage on a successful one.

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.

58 Chapter 1. Volo's Guide to Monsters


Pack Tactics Talent Cost: 2 (Counts as 2 Talents).
Type: Trait. The slithering tracker makes two attacks: one with
Pack Tactics. The shadow mastiff has advantage its slam and one with Life Leech.
on an attack roll against a creature if at least one
of the shadow mastiff's allies is within 5 feet of
the creature and the ally isn't incapacitated. Pseudopod
Type: Trait.
The slithering tracker's slam attack has a reach of
Terrifying Howl (Recharges 5-6) 10 ft.
Type: Action.
Terrifying Howl (Recharges 5-6). The shadow
mastiff emits a horrific howl. Any beast or
humanoid within 300 feet of the mastiff and
able to hear its howl must succeed on a DC 11
Wisdom saving throw or be frightened for l
minute. A frightened target can repeat the saving
Spawn of Kyuss
The spawn of Kyuss (CR 5) can have a maximum of
throw at the end of each of its turns, ending the 2 talents.
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 any shadow mastiff's
Extended Burrowing Worm
Terrifying Howl for the next 24 hours.
Type: Trait.
The worm can launch itself from the Spawn of
Kyuss at one humanoid that the spawn can see
within 15 feet of it.

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.

Chapter 1. Volo's Guide to Monsters 59


Fear Aura become poisoned until the start of the creature's
Type: Trait. next turn. If a creature's saving throw is successful,
Fear Aura. Any creature that starts its turn within the creature is immune to the Nauseating Presence
10 feet of the spawn of kyuss must succeed on a for the next 24 hours.
DC 11 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 Twin Burrowing Worms
to the Fear aura for the next 24 hours. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).

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.

Extended Spiked Chain


Type: Trait.
The tlincalli's spiked chain attack's reach extends to
15 feet.

Hardened Skin
Type: Trait.
The tlincalli is resistant to piercing and slashing
damage from nonmagical weapons that aren't
adamantine.

Improved Multiattack
Type: Action.

60 Chapter 1. Volo's Guide to Monsters


Talent Cost: 2 (Counts as 2 Talents). Multiattack
Type: Trait.
The tlincalli makes three attacks: one with its
longsword or spiked chain, one with its foreclaws, and Talent Cost: 2 (Counts as 2 Talents).
one with its sting. The trapper makes two attacks: one with Smother
Foreclaws. Melee Weapon Attack: +6 to hit, reach 5 and one with its tail. It can't use its tail attack
ft., one target. Hit: 8 (2d4 + 3) piercing damage. against a grappled target.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage.
Reel
Type: Trait.
Rubbery Hide
The tlincalli can use a bonus action to pull a Medium Type: Trait.
or smaller creature grappled by it up to 5 feet straight
toward it. The trapper has resistance to bludgeoning and
slashing damage from nonmagical attacks.

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.

Chapter 1. Volo's Guide to Monsters 61


Loud Shrieker Wisdom (spell save DC 11). The vegepygmy can
Type: Trait. innately cast the following spells, requiring no
material components:
The vargouille's Stunning Shriek has a range of 60
At will (each): poison spray, thorn whip
feet.
1/day: entangle

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.

Hide Within Plants


Hide Within Plants Type: Trait.
Type: Trait.
The wood woad can use a bonus action to take
The vegepygmy can use a bonus action to take the Hide action while in any terrain with ample
the Hide action while in any terrain with ample obscuring plant life.
obscuring plant life.

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

62 Chapter 1. Volo's Guide to Monsters


innately cast the following spells, requiring no bludgeoning damage, and immunity to poison and
material components: psychic damage.
At will (each): poison spray, thorn whip
2/day: entangle, goodberry
1/day: moonbeam Shank
Type: Reaction.
Shank. If a creature within 5 feet of the xvart is
Rooted knocked prone, the xvart makes a short sword
Type: Trait. attack at the creature.
Rooted. The wood woad has advantage on ability
checks and saving throws made against being
knocked prone, pulled, or shoved.

Tree Striding Attack Xvart Warlock


Type: Trait.
The xvart warlock of Raxivort (CR 1) can have 1
After the wood woad uses Tree Stride, it then has talent.
advantage on the first melee attack it makes before
the end of the turn.
Raxivort's Command
Type: Reaction.
Raxivort’s Command. The xvart can use an action

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

Chapter 1. Volo's Guide to Monsters 63


to choose one allied beast (bat and rat types only) Throat Bite
it can see within 30 feet of it. If the target can see Type: Trait.
or hear the xvart, the target can use its reaction to Throat Bite. If the yeth hound hits a prone
move up to half their speed and make one melee creature, the hit is automatically a critical hit.
attack.

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.

Pack Tactics A creature that takes poison damage from the


anathema's bite attack must make a DC 16
Type: Trait.
Constitution saving throw or be poisoned for 1
Pack Tactics. The yeth hound has advantage on an minute.
attack roll against a creature if at least one of the
yeth hound’s allies is within 5 feet of the creature
and the ally isn’t incapacitated. Legendary Actions
Type: Action.

Pounce Talent Cost: 4 (Counts as 4 Talents).


Type: Trait. The anathema gains 3 legendary actions, choosing
from the options below. Only one legendary action
If the yeth hound moves at least 20 feet straight
option can be used at a time and only at the end
toward a creature and then hits it with a bite attack
of another creature's turn. The anathema regains
on the same turn, that target must succeed on a DC
spent legendary actions at the start of its turn.
14 Strength saving throw or be knocked prone.
Slither. The anathema moves up to its half its speed
without provoking opportunity attacks.
Claw. The anathema makes a claw attack.
64 Chapter 1. Volo's Guide to Monsters
Tail Slam (Costs 2 Actions). The anathema makes
a tail slam attack (see Tail Slam below).
Command Yuan-ti (Costs 3 Actions). The
anathema chooses up to three allied yuan-ti it can
see within 60 feet of it. If the target can see and
hear the anathema, the target can use its reaction
to move up to half its speed and make one weapon
attack.
Tail Slam. Melee Weapon Attack: +10 to hit, reach
15 ft., one Large or smaller creature. Hit: 16 (3d6 +
6) bludgeoning damage plus 7 (2d6) acid damage,
and the target must succeed on a DC 18 Strength
saving throw or be knocked prone.

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).

Chapter 1. Volo's Guide to Monsters 65


Yuan-ti Broodguard A creature that takes poison damage from the yuan-
The yuan-ti broodguard (CR 2) can have 1 talent. ti's bite attack must make a DC 11 Constitution
saving throw or be poisoned for 1 minute.

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.

Chameleon Power Swift Spellcaster (2/day)


Type: Trait. Type: Trait.
The broodguard can naturally change the Talent Cost: 2 (Counts as 2 Talents).
coloration of its scales to match its surroundings. The yuan-ti can take a bonus action to cast a spell
As a result, it has advantage on Dexterity (Stealth) that has a casting time of 1 action.
checks made to Hide.

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.

Yuan-ti Mind Whisperer Acidic Skin


The yuan-ti mind whisperer (CR 4) can have a Type: Trait.
maximum of 2 talents. The yuan-ti secretes acid from its body. A creature
that isn't a yuan-ti that touches the yuan-ti or hits it
with a melee attack while within 5 feet of it takes 2
Acidic Skin (1d4) acid damage. In addition, the melee attacks
Type: Trait. of the yuan-ti deal an extra 3 (1d6) acid damage.
The yuan-ti secretes acid from its body. A creature
that isn't a yuan-ti that touches the yuan-ti or hits it
with a melee attack while within 5 feet of it takes 2 Deadly Nightmare
(1d4) acid damage. In addition, the melee attacks Type: Trait.
of the yuan-ti deal an extra 3 (1d6) acid damage. A creature that fails its saving throw against the
yuan-ti's Invoke Nightmare by 5 or more has its hit
points reduced to 0.
Debilitating Poison
Type: Trait.
66 Chapter 1. Volo's Guide to Monsters
Sapping Poison creature can make a DC 13 Wisdom saving throw
Type: Trait. at the end of each of its turns, ending the effect on
itself on a success.
A creature that takes necrotic damage from the
yuan-ti's Death Fangs feature gains disadvantage to
Strength, Dexterity, and Constitution ability checks
and saving throws until the end of the yuan-ti's Swift Spellcaster (2/day)
next turn. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The yuan-ti can take a bonus action to cast a spell
Swift Spellcaster (2/day) that has a casting time of 1 action.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The yuan-ti can take a bonus action to cast a spell
that has a casting time of 1 action.

Yuan-ti Pit Master


The yuan-ti pit master (CR 5) 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

Chapter 1. Volo's Guide to Monsters 67


Chapter 2. Mordenkainen's Tome of Foes
T his chapter contains the talents of creatures
found in the Volo's Guide to Monsters
supplement.
On a failed save, the creature can't take reactions until
the start of its next turn and rolls a d10 to determine
what it does during that turn. On 1-4, the creature
does 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,
Allip the creature makes one melee attack against a random
creature, or it does nothing if no creature is within
The allip (CR 5) can have a maximum of 2 talents.
reach.

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.

Squeeze Aura of Dimensional Lock


Type: Trait. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Aura of Dimensional Lock. As a bonus action,
the balhannoth can create an aura of dimensional
70 Chapter 2. Mordenkainen's Tome of Foes
presence of magic within 120 feet of it. If it can
sense magic in this way, the balhannoth can use
its action to see a faint aura around any visible
creature or object in the area that bears magic,
and learns its school and level of magic, if any. The
balhannoth's dweomersight can penetrate most
barriers, but it is blocked by 10 feet of stone, 10
inches of common metal, a thin sheet of lead, or 30
feet of wood or dirt.

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.

Dweomersight Stone Camouflage


Type: Trait.
Type: Trait.
Dweomersight. The balhannoth can sense the

Chapter 2. Mordenkainen's Tome of Foes 71


Stone Camouflage. The balhannoth has advantage Boneclaw
on Dexterity (Stealth) checks made to hide in rocky The boneclaw (CR 12) can have a maximum of 5
terrain. talents.

Thick Armor Plating Hungry Darkness (Recharge 5-6)


Type: Trait. Type: Action.
The balhannoth is resistant to bludgeoning, Talent Cost: 2 (Counts as 2 Talents).
piercing, and slashing damage from nonmagical
Hungry Darkness (Recharge 5-6). The boneclaw
attacks that aren't adamantine.
creates a magical darkness identical to the darkness
spell, except the boneclaw can see through it. This
effect lasts for 1 minute. Any creature that starts
its turn within this area of darkness takes 5 (1d10)
necrotic damage. When a creature moves into or
Berbalang within the area, it takes 5 (1d10) necrotic damage
for every 5 feet it travels. The boneclaw is immune
The berbalang (CR 2) can have 1 talent.
to any damage caused by hungry darkness.

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.

72 Chapter 2. Mordenkainen's Tome of Foes


Innate Spellcasting to half its speed without provoking opportunity
Type: Trait. attacks.
Innate Spellcasting. The boneclaw’s innate
spellcasting ability is Wisdom (spell save DC 14).
The boneclaw can innately cast the following spells,
Shadow Step
Type: Trait.
requiring no components:
At-will: darkness Shadow Step. While in dim light or darkness, the
1/day: fear. boneclaw can teleport as a bonus action up to 60
feet to an unoccupied space it can see that is also
in dim light or darkness. It then has advantage on
Legendary Actions the first melee attack it makes before the end of the
Type: Action. turn.
Talent Cost: 4 (Counts as 4 Talents).
The boneclaw gains 3 legendary actions, choosing Slashing Claws (Recharge 5-6)
from the options below. Only one legendary action Type: Action.
option can be used at a time and only at the end
Talent Cost: 2 (Counts as 2 Talents).
of another creature's turn. The boneclaw regains
spent legendary actions at the start of its turn. Slashing Claws (Recharge 5-6). The boneclaw
Move. The boneclaw moves up to half its speed. moves up to its walking speed in a straight line and
Claw (Costs 2 Actions). The boneclaw makes a targets each creature within 15 feet of it during
piercing claw attack. its movement. Each target must succeed on a DC
Shadow Jump (Costs 3 Actions). The boneclaw 16 Dexterity saving throw or take 20 (3d10 + 4)
uses Shadow Jump. slashing damage. If a target made an opportunity
attack against the boneclaw when it used Slashing
Claws, it gains disadvantage to the saving throw.
Maddening Shriek (Recharge 5-6)
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
The boneclaw emits an unearthly shriek. Each
creature within 60 feet that can hear it must Cadaver Collector
succeed on a DC 14 Wisdom saving throw. On The cadaver collector (CR 14) can have a maximum
a failed save, the target takes 11 (2d10) psychic of 5 talents.
damage and is stunned until the end of the
boneclaw's next turn. On a successful save,
the target takes half as much damage and isn't Crushing Stride (Recharges 5-6)
stunned but can't use reactions until the end of the Type: Action.
boneclaw's next turn. Talent Cost: 2 (Counts as 2 Talents).
When the boneclaw uses Multiattack and
Maddening Shriek is available, the boneclaw can Crushing Stride (Recharges 5-6). The cadaver
make two claw attacks and use Maddening Shriek. collector moves up to its speed in a straight line.
During this move, it can enter Large or smaller
creatures' spaces. A creature whose space the
Shadow Shift cadaver collector enters must succeed on a DC
Type: Reaction. 18 Dexterity saving throw. On a successful save,
the creature is pushed 5 feet to the nearest space
Shadow Shift. While in dim light or in darkness out of the cadaver collector's path. On a failed
and a creature the boneclaw can see moves within save, the creature falls prone and takes 18 (3d8
5 feet of the boneclaw, the boneclaw can move up
Chapter 2. Mordenkainen's Tome of Foes 73
+ 5) bludgeoning damage and 16 (3d10) necrotic
damage. If the cadaver collector remains in
the prone creature's space, the creature is also
restrained until it's no longer in the same space as
the cadaver collector. While restrained in this way,
the creature, or another creature within 5 feet of it,
can make a DC 18 Strength check. On a success, the
creature is shunted to an unoccupied space of its
choice within 5 feet of the cadaver collector and is
no longer restrained.

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.

Talent Cost: 4 (Counts as 4 Talents).


The cadaver collector gains 3 legendary actions, Magic Immunity I
choosing from the options below. Only one Type: Trait.
legendary action option can be used at a time and
Talent Cost: 2 (Counts as 2 Talents).
only at the end of another creature's turn. The
cadaver collector regains spent legendary actions The cadaver collector is immune to 1st level spells,
at the start of its turn. but not to cantrips.
Move. The cadaver collector moves up to half its

74 Chapter 2. Mordenkainen's Tome of Foes


Magic Immunity II Extended Tentacle
Type: Trait. Type: Trait.
Prerequisite Magic Immunity I The choker's tentacle attack has a reach of 15 ft.
The cadaver collector is immune to spells of 2nd
level and below, but not to cantrips.
Rubbery Hide
Type: Trait.
Magic Immunity III The choker has resistance to bludgeoning and
Type: Trait. slashing damage from nonmagical attacks.
Prerequisite Magic Immunity I, Magic Immunity II
The cadaver collector is immune to spells of 3rd Stone Camouflage
level and below, but not to cantrips. Type: Trait.
Stone Camouflage. The choker has advantage on
Dexterity (Stealth) checks made to hide in rocky
Trembling Slam
terrain.
Type: Action.
Trembling Slam. The cadaver collector pounds
the ground, triggering a short earth tremor. All
other creatures on the ground within 10 feet of
the cadaver collector that are Medium or smaller
than the cadaver collector must succeed on a DC
18 Strength saving throw or be knocked prone.
When the cadaver collector uses its Multiattack,
Clockworks
the cadaver collector can use its Trembling Slam in
place of one slam attack.
Bronze Scout
The bronze scout (CR 1) can have 1 talent.
Unstoppable
Type: Trait.
The cadaver collector deals triple damage against Stunning Bite
objects and structures. In addition, the cadaver Type: Trait.
collector can move through the space of a Large or If the bronze scout's bite attack roll against a target
smaller hostile creature. All opportunity attacks succeeds by 5 or more and the target is a creature,
made against the cadaver collector by the creatures the target must make a DC 13 Constitution saving
whose spaces the cadaver collector entered have throw or be stunned until the end of the bronze
disadvantage. scout's next turn.

Expanded Lightning Flare


Type: Trait.
The bronze scout's Lightning Flare feature has a
Choker range of 20 ft.
The choker (CR 1) can have 1 talent.
Magic Weapons
Type: Trait.

Chapter 2. Mordenkainen's Tome of Foes 75


Magic Weapons. The bronze scout's weapon
attacks are magical.

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.

Widened Explosive Bolt


76 Chapter 2. Mordenkainen's Tome of Foes
Type: Trait. the stone defender are made with disadvantage.
In addition, the stone defender has advantage on
The explosive range of the oaken bolter's Explosive
ability checks and saving throws made against
Bolt attack is increased to 30 feet.
being knocked prone or shoved.

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

Chapter 2. Mordenkainen's Tome of Foes 77


Extra Corpse Animation Extra Corpses
Type: Trait. Type: Trait.
When the corpse flower has at least two humanoid When first encountered, a corpse flower contains
corpses in its body, the corpse flower can use a the corpses of 1d6 + 6 humanoids. A corpse
bonus action to animate up to two dead humanoids flower can hold the remains of up to twelve dead
in its body, turning them into zombies. The zombies humanoids.
appear in unoccupied spaces within 5 feet of the
corpse flower and act immediately after it in the
initiative order. The zombies act as allies of the Noxious Stench of Death
corpse flower but aren't under its control, and Type: Trait.
the flower’s stench clings to the zombies (see the
A creature that fails its saving throw against the
Stench of Death trait).
corpse flower's Stench of Death also takes 3 (1d6 )
poison damage.

78 Chapter 2. Mordenkainen's Tome of Foes


Widened Stench of Death
Type: Trait.
The range of the corpse flower's Stench of
Death is increased to 15 feet.

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.

Chapter 2. Mordenkainen's Tome of Foes 79


Talent Cost: 2 (Counts as 2 Talents). The wight can choose up to two targets when using
its Grave Bolt attack.
Battle Magic. When the deathlock uses its action to
cast a spell that has a casting time of 1 action, it can
make one deathly claw attack as a bonus action.
Frostfell Touched
Type: Trait.
Extra Grave bolt Frostfell Touched. The wight is immune to cold.
Type: Trait. In addition, the wight deals an extra 3 (1d6) cold
damage with its melee weapon attacks.
Talent Cost: 2 (Counts as 2 Talents).
The deathlock can choose up to three targets when
using its Grave Bolts attack. Lunging Strike
Type: Trait.

Magic Resistance Lunging Strike. If the wight has already moved


up to its speed and an enemy creature the wight
Type: Trait.
can see is within 10 feet of the wight, it can take
Magic Resistance. The deathlock has advantage a bonus action to move 5 feet. If the wight ends
on saving throws against spells and other magical within 5 feet of the target as a result of this action,
effects. it gains advantage on its next attack made against
the target this turn.

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.

Aura of Chilling Cold


Type: Trait.
Aura of Chilling Cold. Any creature that starts its
turn within 5 feet of the wight takes 2 (1d4) cold
damage and can't take reactions until the start of its
Demons
next turn.
Naturally Insidious
Type: Trait.
Extra Grave bolt The demon has advantage on all Charisma
Type: Trait. (Deception) and Charisma (Intimidate) checks.
Talent Cost: 2 (Counts as 2 Talents).

80 Chapter 2. Mordenkainen's Tome of Foes


Alkilith
The alkilith (CR 11) can have a maximum of 4
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).

Armanite Rear Kick. When a creature moves within 5 feet of


the armanite and the armanite can see the creature,
The armanite (CR 7) can have a maximum of 3
talents. the armanite can attack it with its hooves. If the
armanite hits, the target must succeed on a DC 16
Strength saving throw or be pushed 5 feet and be
knocked prone.
Charge
Type: Trait.
If the armanite moves at least 10 feet straight Ravaging Assault
toward a target and then hits it with a hooves Type: Trait.
attack on the same turn and the target is a Large
or smaller creature, the target must succeed must Talent Cost: 2 (Counts as 2 Talents).
succeed on a DC 16 Strength saving throw or be Ravaging Assault. A creature that is hit by the
knocked prone. armanite's hooves, claws, and serrated tail attacks
in the same turn must succeed on a DC 16
Constitution 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.

82 Chapter 2. Mordenkainen's Tome of Foes


Wounding Tail Frenzied Berserker
Type: Trait. Type: Trait.
Wounding Tail. Once per turn, when the armanite Frenzied Berserker. While the bulezau has less
hits a creature with its serrated tail, it can wound than full hit points, the bulezau gains advantage on
the target. At the start of each of the wounded all melee weapon attack rolls and all Intelligence,
creature's turns, it takes 5 (1d10) necrotic damage Wisdom, and Charisma saving throws, but attack
for each time the armanite has wounded it, and it rolls against it have advantage.
can then make a DC 16 Constitution saving throw,
ending the effect of all such wounds on itself on a
success. Alternatively, the wounded creature, or Multiattack
a creature within 5 feet of it, can use an action to Type: Trait.
make a DC 16 Wisdom (Medicine) check, ending
Talent Cost: 2 (Counts as 2 Talents).
the effect of such wounds on it on a success The
wound also ends if the target receives magical Multiattack. The bulezau makes two attacks: one
healing. with its barbed tail and one gore.
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage and 3
(1d6) necrotic damage.

Bulezau Noxious Rotting Presence


The bulezau (CR 3) can have a maximum of 2
talents. Type: Trait.
A creature that takes necrotic damage from a
bulezau's Rotting Presence is also poisoned until
Extended Barbed Tail the start of its next turn.
Type: Trait.
The bulezau's barbed tail attack has a reach of 10 ft.

Chapter 2. Mordenkainen's Tome of Foes 83


Rusher Intelligence, Wisdom, and Charisma saving throws
Type: Trait. and ability checks until the start of its next turn.
Rusher. The bulezau can take a bonus action to
move up to its speed toward a hostile creature that
it can see. If the bulezau ends its movement within Multiattack
5 feet of the target, the bulezau can make a melee Type: Trait.
weapon attack against it. Talent Cost: 2 (Counts as 2 Talents).
Multiattack. The dybbuk makes two tendril
attacks.

Dybbuk Vomit Bile (Recharge 5-6)


The dybbuk (CR 4) can have a maximum of 2 Type: Action.
talents. Talent Cost: 2 (Counts as 2 Talents).
Vomit Bile (Recharge 5-6). The dybbuk discharges
Dybbuk's Gift (Recharge 5-6) a stream of necrotic bile in a 15-foot line that is 5
feet wide. Each creature in that line must succeed
Type: Action.
on a DC 13 Constitution saving throw. On a failed
Dybbuk's Gift. The dybbuk chooses a creature it save, a target takes 21 (6d6) necrotic damage
can see within 30 feet of it. The creature must and is poisoned for 1 minute. On a successful
succeed on a DC 12 Charisma saving throw. On a save, a target takes half as much damage and isn't
failed save, the target becomes magically enraged poisoned.
and gains advantage on all melee weapon attack
rolls, but attack rolls against it have advantage. In
addition, the target always uses its action to make a
melee weapon attack against the nearest creature,
friend or foe. If there are two or more creatures
near it, the target chooses randomly. This effect Maurezhi
lasts for 1 minute. An enraged creature can repeat The maurezhi (CR 7) can have a maximum of 3
the saving throw at the end of each of its turns, talents.
ending the effect on itself on a success.

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

Chapter 2. Mordenkainen's Tome of Foes 85


Vampiric Bite one creature of its choice within 5 feet of it. The
Type: Trait. demonic weapon uses the molydeus's attack roll
and ability score modifier to damage rolls.
Vampiric Bite. If a creature is hit by a Maurezhi's
While the demonic weapon hovers, the molydeus
bite and has its Charisma score reduced, the
can use a bonus action to cause it to fly up to 60
Maurezhi regains hit points equal to the amount
feet to another spot within 60 feet of it. As part of
reduced.
the same bonus action, it can cause the demonic
weapon to attack one creature within 5 feet of it.
After the hovering demonic weapon attacks for
the fourth time, it flies up to 60 feet and tries to
return to the molydeus's hand. If it has no hands
Molydeus free, it falls to the ground at its feet. If the demonic
weapon has no unobstructed path to the molydeus,
The molydeus (CR 21) can have a maximum of 8
talents. it moves as close to the molydeus as it can and
then falls to the ground. It also ceases to hover if
the molydeus grasps it or moves more than 60 feet
Dancing Demonic Weapon (1/Day) away from it.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Extra Legendary Action
Dancing Demonic Weapon (1/Day). The molydeus Type: Trait.
can use a bonus action to toss its demonic weapon Talent Cost: 2 (Counts as 2 Talents).
into the air. When it does so, the demonic weapon
begins to hover, flies up to 60 feet, and attacks The molydeus can take 1 extra legendary action

86 Chapter 2. Mordenkainen's Tome of Foes


before the start of its next turn. The molydeus can Piercing Strikes. If the molydeus hits a target
retake this talent up one additional time. The extra with its demonic weapon and deals damage to it,
legendary action stacks. the molydeus gains advantage to its next demonic
weapon attack roll against the same target until the
end of its next turn.
Innate Spellcasting
Type: Trait.
Innate Spellcasting. The molydeus’s innate
Reactive Teleport (2/day)
Type: Reaction.
spellcasting ability is Charisma (spell save DC 22).
It can innately cast the following spells, requiring When a creature the molydeus can see targets the
no material components: molydeus with an attack, the molydeus can uses its
At-will: invisibility, charm person teleport.
3/day: suggestion, fear

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).

Chapter 2. Mordenkainen's Tome of Foes 87


Talent Cost: 2 (Counts as 2 Talents).
Horrid Link. As a bonus action, the nabassu targets
a creature it can see within 30 feet of it. Each time
the nabassu takes damage, the target takes 11
(2d10) psychic damage. This effect lasts until the
start of the nabassu's next turn.

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.

Horrid Link Summon Demon (1/day)


Type: Trait. Type: Action.

88 Chapter 2. Mordenkainen's Tome of Foes


Talent Cost: 2 (Counts as 2 Talents). Sibriex
A nabassu summons 1d3 vrocks, 1d2 hezrous, or The sibriex (CR 18) can have a maximum of 7
one glabrezu. A summoned demon appears in an talents.
unoccupied space within 60 feet of the nabassu,
acts as an ally of the nabassu, has no talents, and
can't summon other demons. It remains for one Chain Slam
minute, until it or the nabassu dies, or until the Type: Action.
nabassu dismisses it as an action. Prerequisite: Snaring Chains.
Talent Cost: 2 (Counts as 2 Talents).
Vampiric Shadows Chain Slam. The sibriex slams a creature grappled
Type: Trait. by its chain into another creature it can see within
30 feet of it or a solid surface. Each creature must
Talent Cost: 2 (Counts as 2 Talents).
succeed on a DC 17 Strength saving throw or
Vampiric Shadows. Any creature that starts its take 20 (2d12 + 7) bludgeoning damage and be
turn within 10 feet of the nabassu and is in dim stunned until the end of the sibriex's next turn.
light takes 5 (1d10) necrotic damage. The nabassu On a successful save, the target takes half the
regains hit points equal to the damage taken by the bludgeoning damage and isn't stunned.
creature. If the sibriex uses multiattack, it can replace one of
its attacks with Chain Slam.

Extended Chains
Type: Trait.
Rutterkin
The rutterkin (CR 2) can have 1 talent. The sibriex's chain attack has a reach of 20 ft.

Darkness Improved Warp Creature


Type: Trait. Type: Trait.
Darkness. The rutterkin can innately cast darkness. The sibriex's warp creature feature can target up to
four creatures.

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

Chapter 2. Mordenkainen's Tome of Foes 89


within 30 feet of the sibriex and is able to see the Each creature in that line must succeed on a DC 20
sibriex, the sibriex can magically force it to make a Dexterity saving throw. On a failed save, a target
DC 21 Charisma saving throw, unless the sibriex is takes 35 (10d6) acid damage. On a successful save,
incapacitated. a target takes half as much damage.
On a successful save, the creature is immune to
the sibriex's form of madness for 24 hours. On a
failed saving throw, the creature’s mind becomes
warped and twisted, and believes the sibriex is an
example of the perfect physical form. The creature
gains disadvantage to Intelligence, Wisdom, and Wastrilith
Charisma ability checks and saving throws made The wastrilith (CR 13) can have a maximum of 5
against the sibriex. A creature can repeat the saving talents.
throw at the end of each of its turns, ending the
effect on itself on a success.
Unless surprised, a creature can avert its eyes to Impaling Claws
avoid the saving throw at the start of its turn. If Type: Trait.
the creature does so, it can’t see the sibriex until Talent Cost: 2 (Counts as 2 Talents).
the start of its next turn, when it can avert its eyes
again. If the creature looks at the sibriex in the Impaling Claws. If a Large or smaller creature is
meantime, it must immediately make the save. hit by the wastrilith's claw, the target must succeed
on a DC 17 Strength saving throw or take an extra
13 (2d12) piercing damage and be impaled by
Magic Weapons the wastrilith's claw. While impaled, the target
Type: Trait. is grappled (escape DC 14). Until the grapple
ends, the target is restrained, the wastrilith can
Magic Weapons. The sibriex's weapon attacks are automatically hit the target with its claw, and the
magical. wastrilith can't use this claw against other targets.

Snaring Chains Innate Spellcasting


Type: Trait. Type: Trait.
A creature hit by the sibriex's chain attack is Innate Spellcasting. The wastrilith’s innate
grappled (escape DC 17). spellcasting ability is Intelligence (spell save
DC 17). It can innately cast the following spells,
requiring no material components:
Swift Spellcaster (3/day) At-will: darkness, suggestion
Type: Trait. 3/day: dispel magic
Talent Cost: 3 (Counts as 3 Talents).
Swift Spellcaster (3/Day). The sibriex can take a Innate Spellcasting II
bonus action to cast a spell that has a casting time
Type: Trait.
of 1 action.
Prerequisite: Innate Spellcasting.
Innate Spellcasting II. The wastrilith’s spellcasting
Vomit Bile (Recharge 5-6) ability is Intelligence (spell save DC 17). It can
Type: Action. innately cast the following spells, requiring no
Talent Cost: 2 (Counts as 2 Talents). material components:
At-will: tongues
Vomit Bile. The sibriex discharges a stream of 3/day each: blight, fear
noxious bile in a 60-foot line that is 5 feet wide.
90 Chapter 2. Mordenkainen's Tome of Foes
1/day each: telekinesis, teleport Venomous Maw
Type: Trait.
A creature hit by the wastrilith's bite attack takes
Insidious Poison an extra 6 (1d12) poison damage.
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Insidious Poison. The wastrilith chooses one
creature within 30 feet that is poisoned by the
wastrilith's corrupted water. The target must make
a DC 17 Wisdom saving throw. On a failed save, the
creature uses its reaction to make a melee weapon
attack against a creature of wastrilith's choice that
wastrilith can see.
Demon Lords
When the wastrilith uses Multiattack, it can
replace Grasping Spout with Insidious Poison.
Baphomet
Baphomet (CR 23) can have a maximum of 8
Legendary Actions talents.
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
Bruiser
The wastrilith gains 3 legendary actions, choosing Type: Trait.
from the options below. Only one legendary action
option can be used at a time and only at the end Bruiser. A creature that takes damage from
of another creature's turn. The wastrilith regains Baphomet's melee attack has disadvantage on its
spent legendary actions at the start of its turn. next attack roll until the end of its next turn.
Slither. The wastrilith moves up to half its speed
without provoking opportunity attacks.
Claws (Costs 2 Actions). The wastrilith attacks
with its claws.
Sput (Costs 3 Actions). The wastrilith uses its
Grasping Spout.

Magic Weapons
Type: Trait.
Magic Weapons. The wastrilith's weapon attacks
are magical.

Swift Spellcaster (3/day)


Type: Trait.
Prerequisite: Innate Spellcasting.
Talent Cost: 3 (Counts as 3 Talents).
The wastrilith can take a bonus action to cast a
spell that has a casting time of 1 action.

Chapter 2. Mordenkainen's Tome of Foes 91


Cleaving Swing (Recharge 5-6) 1/day: symbol (fear)
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Magic Immunity I
Cleaving Swing (Recharge 5-6). Each creature Type: Trait.
within 15 feet of Baphomet must make a DC 25
Dexterity saving throw. The target takes 21 (2d10 Talent Cost: 2 (Counts as 2 Talents).
+ 10) slashing damage on a failed save, or half as Baphomet is immune to 1st level spells, but not to
much damage on a successful one. cantrips.

Devastating Bellow (Recharge 5-6) Magic Immunity II


Type: Action. Type: Trait.
Talent Cost: 3 (Counts as 3 Talents). Prerequisite Magic Immunity I
Devastating Bellow (Recharge 5-6). Baphomet Baphomet is immune to spells of 2nd level and
unleashes a magical, thundering bellow. Each below, but not to cantrips.
creature within 60 feet that can hear Baphomet
must succeed on a DC 23 Constitution saving
throw. Creatures within 30 feet of Baphomet gain Magic Weapon Resistance I
disadvantage on their saving throws. On a failed Type: Trait.
save, the target takes 33 (6d10) thunder damage
and is stunned and deafened for 1 minute. A Talent Cost: 2 (Counts as 2 Talents).
stunned creature can repeat the saving throw at the Baphomet is resistant to bludgeoning, piercing,
end of each of its turns, ending the effect on itself and slashing damage from +1 magical weapons or
on a success. On a successful save, the target takes weaker.
half as much damage and isn't stunned or deafened.
When Baphomet uses Multiattack and Bellow is
available, Baphomet can use Bellow in place of his Magic Weapon Resistance II
bite. Type: Trait.
Prerequisite Magic Weapon Resistance I
Extra Legendary Action Baphomet is resistant to bludgeoning, piercing,
Type: Trait. and slashing damage from +2 magical weapons or
weaker.
Talent Cost: 2 (Counts as 2 Talents).
Baphomet can take 1 extra legendary action before
the start of his next turn. Baphomet can retake this Natural Cunning
talent up one additional time. The extra legendary Type: Trait.
action stacks.
Natural Cunning. Baphomet has advantage on
Wisdom (Survival) checks made to track creatures.
Innate Spellcasting Baphomet also can't get lost and can't be surprised.
Type: Trait.
Innate Spellcasting. Baphomet’s innate Stunning Charge
spellcasting ability is Charisma (spell save DC 18). Type: Trait.
He can innately cast the following spells, requiring
no material components: A creature that fails its saving throw against
At-will: detect evil and good, passwall Baphomet's Charge by 5 or more is also stunned
until the end of Baphomet's next turn.
92 Chapter 2. Mordenkainen's Tome of Foes
Sudden Stomp
Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
When a creature moves within 10 feet of
Baphomet, Baphomet can choose to attack it with
his Quick Stomp.
Quick Stomp. Melee Weapon Attack: +17 to hit,
reach 10 ft., one creature. Hit: 17 (2d6 + 10)
bludgeoning damage and the target must succeed
on a DC 25 Strength saving throw or be knocked
prone.

Summon Demon (1/day)


Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
Summon Demon (1/Day). Baphomet summons
2d4 bulezaus or 1 goristro. A summoned demon
appears in an unoccupied space within 60 feet
of Baphomet, acts as an ally of Baphomet, has
no talents, and can't summon other demons. It
remains for one minute, until it or Baphomet dies,
or until Baphomet dismisses it as an action.

Trample (Recharge 5-6)


Type: Action.
Talent Cost: 2 (Counts as 2 Talents). Demogorgon
Trample (Recharge 5-6). Baphomet moves up Demogorgon (CR 26) can have a maximum of 9
to his speed in a straight line. During this move, talents.
Baphomet can enter Large or smaller creatures'
spaces. A creature whose space Baphomet enters
must succeed on a DC 25 Dexterity saving throw. Constrict
On a successful save, the creature is pushed 5 feet Type: Trait.
to the nearest space out of Baphomet's path. On a A Huge or smaller creature hit by Demogorgon's
failed save, the creature falls prone and takes 26 tentacle attack is also grappled (escape DC 25).
(3d10 + 10) bludgeoning damage. If Baphomet Until this grapple ends, the target is restrained and
remains in the prone creature's space, the creature Demogorgon can automatically hit the target with
is also restrained until it's no longer in the same its tentacle attack but can't use one of its tentacle
space as Baphomet. While restrained in this way, attacks against other targets.
the creature, or another creature within 5 feet of it,
can make a DC 25 Strength check. On a success, the
creature is shunted to an unoccupied space of its
choice within 5 feet of Baphomet and is no longer
Crippling Blow
Type: Trait.
restrained.
Talent Cost: 2 (Counts as 2 Talents).

Chapter 2. Mordenkainen's Tome of Foes 93


Crippling Blow. Once during its turn when 3/day: dominate person
Demogorgon hits a creature with a melee attack
and has advantage on the attack roll, the target
must make a DC 25 Constitution saving throw. On Innate Spellcasting II
a failed save, the target has disadvantage on ability Type: Trait.
checks, attack rolls, and saving throws, can't take
Prerequisite Innate Spellcasting
reactions, and can't move more than half its speed
for 1 minute. A crippled creature can repeat the Innate Spellcasting. Demogorgon’s innate
saving throw at the end of each of its turns, ending spellcasting ability is Charisma (spell save DC 23).
the effect on itself on a success. Alternatively, Demogorgon can innately cast the following spells,
the crippled creature, or a creature within 5 feet requiring no material components:
of it, can use an action to make a DC 25 Wisdom 3/day each: contagion, fly
(Medicine) check, ending the effect on a success. 1/day: symbol (death)
The wound also ends if the target receives magical
healing.
Improved Multiattack
Type: Trait.
Extra Legendary Action Talent Cost: 3 (Counts as 3 Talents).
Type: Trait.
Multiattack. Demogorgon makes three attacks: two
Talent Cost: 2 (Counts as 2 Talents).
with its tentacles and one with its tail.
Demogorgon can take 1 extra legendary action
Tail. Melee Weapon Attack: +17 to hit, reach 15 ft.,
before the start of his next turn. Demogorgon can
one target. Hit: 20 (2d10 + 9) bludgeoning damage
retake this talent up one additional time. The extra
plus 11 (2d10) necrotic damage.
legendary action stacks.

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.

Innate Spellcasting Magic Immunity III


Type: Trait. Type: Trait.
Innate Spellcasting. Demogorgon’s innate Prerequisite Magic Immunity I, Magic Immunity II
spellcasting ability is Charisma (spell save DC 23).
Demogorgon can innately cast the following spells, Demogorgon is immune to spells of 3rd level and
requiring no material components: below, but not to cantrips.
At-will: blight, detect evil and good

94 Chapter 2. Mordenkainen's Tome of Foes


Magic Weapon Resistance I Tail Slam
Type: Trait. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). If Demogorgon's tail attack roll against a target
Demogorgon is resistant to bludgeoning, piercing, succeeds by 5 or more, the target must make a DC
and slashing damage from +1 magical weapons or 24 Strength saving throw or be knocked prone.
weaker.

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.

Summon Demon (1/Day)


Type: Action. Tentacle Slam
Talent Cost: 4 (Counts as 4 Talents). Type: Action.
Demogorgon summons 1d6+1 vrocks, 1d4+1 Prerequisite: Constrict.
hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 Tentacle Slam. Demogorgon slams creatures
mariliths, 1d2 goristros, or 1 balor. A summoned grappled by him into each other or a solid
demon appears in an unoccupied space within 60 surface. Each creature must succeed on a DC 25
feet of Demogorgon, acts as an ally of Demogorgon, Constitution saving throw or take 28 (3d12 + 9)
has no talents, and can't summon other demons. bludgeoning damage and be stunned until the end
It remains for one minute, until it or Demogorgon of Demogorgon's next turn. On a successful save,
dies, or until Demogorgon dismisses it as an action. the target takes half the bludgeoning damage and

Chapter 2. Mordenkainen's Tome of Foes 95


isn't stunned.

Extra Legendary Action


Two-Headed Battle Caster Type: Trait.
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 3 (Counts as 3 Talents). Fraz-Urb’luu can take 1 extra legendary action
Demogorgon can cast a spell in place of one of before the start of his next turn. Fraz-Urb’luu can
retake this talent up one additional time. The extra
his tentacle attacks. In addition, he can maintain
legendary action stacks.
concentration on up to two spells. If Demogorgon
casts a third spell that requires concentration
while already maintaining concentraion on two
other spells, one of the two previous spells ends Flyby
(Demogorgon's choice). If Demogorgon is required Type: Trait.
to make a Constitution saving throw to maintain Flyby. Fraz-Urb’luu doesn't provoke opportunity
concentration, it must make a separate saving attacks when it flies out of an enemy's reach.
throw for each spell.

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.

96 Chapter 2. Mordenkainen's Tome of Foes


Magic Immunity II Summon Demon (1/Day). Fraz-Urb’luu summons
Type: Trait. 1d4+1 vrocks, 1 nabassu, or 1 nalfeshnee. A
Prerequisite Magic Immunity I summoned demon appears in an unoccupied space
within 60 feet of Fraz-Urb’luu, acts as an ally of
Fraz-Urb’luu is immune to spells of 2nd level and Fraz-Urb’luu, has no talents, and can't summon
below, but not to cantrips. other demons. It remains for one minute, until it or
Fraz-Urb’luu dies, or until Fraz-Urb’luu dismisses it
as an action.
Magic Immunity III
Type: Trait.
Prerequisite Magic Immunity I & II Swift Spellcaster (3/day)
Type: Trait.
Fraz-Urb’luu is immune to spells of 3rd level and
below, but not to cantrips. Talent Cost: 3 (Counts as 3 Talents).
Fraz-Urb’luu can take a bonus action to cast a spell
that has a casting time of 1 action.
Magic Weapon Resistance I
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Word of Discord (Recharge 5-6)
Type: Action.
Fraz-Urb’luu is resistant to bludgeoning, piercing,
and slashing damage from +1 magical weapons or Talent Cost: 3 (Counts as 3 Talents).
weaker. Word of Discord (Recharge 5-6). Each creature
within 60 feet of Fraz-Urb’luu and can hear Fraz-
Urb’luu must succeed on a DC 23 Charisma saving
Magic Weapon Resistance II throw. On a failed save, a target takes 35 (6d8 +
Type: Trait. 8) psychic damage and must use its reaction to
Prerequisite Magic Weapon Resistance I make a melee weapon attack against one creature
of Fraz-Urb’luu's choice that Fraz-Urb’luu can see.
Fraz-Urb'luu is resistant to bludgeoning, piercing, On a successful save, the target takes half as much
and slashing damage from +2 magical weapons or damage. Constructs, demons, and undead are
weaker. immune to this effect.

Misdirect Attack (3/day)


Type: Reaction.
When a creature Fraz-Urb’luu can see targets
Fraz-Urb’luu with an attack, Fraz-Urb’luu uses his
Graz'zt
reaction to project a magical illusion that makes Graz'zt (CR 24) can have a maximum of 9 talents.
himself momentarily appear to be in a space within
5 feet of his location. If another creature is in that
space, the attack targets that creature instead. If Aura of Debauchery
there is no creature in that space, the attack roll Type: Trait.
against Fraz-Urb'luu has disadvantage. Talent Cost: 2 (Counts as 2 Talents).
Aura of Debauchery. Any creature that starts
its turn within 30 feet of Graz'zt must make a DC
Summon Demon (1/day) 23 Wisdom saving throw. On a failed save, the
Type: Action.
creature becomes charmed by Graz'zt for 1 minute
Talent Cost: 4 (Counts as 4 Talents). or until the creature is farther than 30 feet away

Chapter 2. Mordenkainen's Tome of Foes 97


from it. While charmed, the creature can't take
reactions and roll 1d10 once to determine what
the creature does during each of its turns while
charmed:
• On a roll of 1-2, the creature uses it movement to
move to the closest creature it can reach. If there
is more than one creature, it chooses the creature
with the highest Charisma. When the creature
is within 5 feet of its target, it uses its action to
by throwing itself at, embracing, and kissing the
target.
• On a roll of 3-4, the creature uses its action to
drop everything it is holding and strip off all of its
clothing. If it is wearing armor, it spends its turn
trying to get out of its armor. The creature must
still abide by the time required to doff armor.
• On a roll of 5-6, the creature uses its action to
eat and/or drink the nearest thing that is edible to
it, other than Graz'zt. If nothing edible is within
reach, it uses its movement to move toward the
nearest edible object it can see within 20 feet. If
there is more than one edible object, it always
chooses what it perceives as the most delicious or
indulgent one. Otherwise, it will eat any object,
such as dirt, or even resort to cannibalism (but it
will not eat itself).
• On a roll of 7-8, the creature uses its action to
wound itself with a sharp implement or asphyxiate Innate Spellcasting
itself. Type: Trait.
• On a roll of 9-0, the creature uses its action to fall Innate Spellcasting. Graz'zt’s innate spellcasting
prone, roll on the ground, caress and touch itself, ability is Charisma (spell save DC 23). Graz'zt can
and be in absolute bliss. innately cast the following spells, requiring no
The charmed target can repeat the saving throw material components:
at the end of each of its turns, ending the effect At-will: detect evil and good
on itself on a success. On a successful save, the 3/day each: blight, charm monster
creature becomes immune to Graz'zt's Aura of
Debauchery for 24 hours.
Innate Spellcasting II
Type: Trait.
Extra Legendary Action
Type: Trait. Prerequisite Innate Spellcasting.

Talent Cost: 2 (Counts as 2 Talents). Innate Spellcasting. Graz'zt’s innate spellcasting


ability is Charisma (spell save DC 23). Graz'zt can
Graz'zt can take 1 extra legendary action before the innately cast the following spells, requiring no
start of his next turn. Graz'zt can retake this talent material components:
up one additional time. The extra legendary action 3/day each: power word pain, synaptic static
stacks. 1/day: imprison

98 Chapter 2. Mordenkainen's Tome of Foes


Instinctive Charm (3/day) Summon Demon (1/day)
Type: Reaction. Type: Action.
Talent Cost: 2 (Counts as 2 Talents). Talent Cost: 4 (Counts as 4 Talents).
Instinctive Charm (3/Day). Graz'zt tries to Summon Demon (1/Day). Graz'zt summons 3d4
magically divert an attack made against him, babau, 1d3 glabrezu, or 2d4 babau + 1 glabrezu. A
provided that the attacker is within 30 feet of hin summoned demon appears in an unoccupied space
and visible to him. Graz'zt must decide to do so within 60 feet of Graz'zt, acts as an ally of Graz'zt,
before the attack hits or misses. has no talents, and can't summon other demons. It
The attacker must make a DC 23 Wisdom saving remains for one minute, until it or Graz'zt dies, or
throw. On a failed save, the attacker targets the until Graz'zt dismisses it as an action.
creature closest to it, other than Graz'zt or itself. If
multiple creatures are closest, the attacker chooses
which one to target. Swift Spellcaster (3/day)
Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
Magic Immunity I
Type: Trait. Graz'zt can take a bonus action to cast a spell that
has a casting time of 1 action.
Talent Cost: 2 (Counts as 2 Talents).
Graz'zt is immune to 1st level spells, but not to
cantrips. Word of Fear
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Magic Immunity II
Type: Trait. Word of Fear. Graz'zt inspires dread by sneer and
word. As a bonus action, Graz'zt chooses a creature
Prerequisite Magic Immunity I
it can see within 60 feet of it that can hear Graz'zt.
Graz'zt is immune to spells of 2nd level and below, The target must succeed on a DC 23 Wisdom saving
but not to cantrips. throw or become frightened of Graz'zt for 1 minute.
If a target fails its saving throw by 5 or more, it is
also paralyzed while frightened. The frightened
Magic Weapon Resistance I target can repeat the saving throw at the end of
Type: Trait. each of its turns, ending the effect on itself on a
success.
Talent Cost: 2 (Counts as 2 Talents).
Graz'zt is resistant to bludgeoning, piercing, and
slashing damage from +1 magical weapons or
weaker.

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.

Extra Legendary Action Magic Immunity II


Type: Trait. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Prerequisite Magic Immunity I
Juiblex can take 1 extra legendary action before the Juiblex is immune to spells of 2nd level and below,
start of his next turn. Juiblex can retake this talent but not to cantrips.
up one additional time. The extra legendary action
stacks.
Magic Weapon Resistance I
Type: Trait.
Improved Multiattack Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
Juiblex is resistant to bludgeoning, piercing, and
Talent Cost: 2 (Counts as 2 Talents).
slashing damage from +1 magical weapons or
When Juiblex uses Multiattack and Eject Slime is weaker.

100 Chapter 2. Mordenkainen's Tome of Foes


Magic Weapon Resistance II alkilith. A summoned demon appears in an
Type: Trait. unoccupied space within 60 feet of Juiblex, acts as
Prerequisite Magic Weapon Resistance I an ally of Juiblex, has no talents, and can't summon
other demons. It remains for one minute, until it
Juiblex is resistant to bludgeoning, piercing, and or Juiblex dies, or until Juiblex dismisses it as an
slashing damage from +2 magical weapons or action.
weaker.

Swift Spellcaster (3/day)


Slime Globs (Recharge 6) Type: Trait.
Type: Action.
Talent Cost: 3 (Counts as 3 Talents).
Talent Cost: 3 (Counts as 3 Talents).
Juiblex can take a bonus action to cast a spell that
Slime Globs (Recharge 6). Juiblex spews out has a casting time of 1 action.
1d4+1 large globs of corrosive slime at different
points within 60 feet of it. Each creature in a
5-foot-radius sphere centered on any of the points
Vitriolic Lash
must make a DC 21 Dexterity saving throw. On a
Type: Trait.
failure, the target takes 55 (10d10) acid damage. A
creature can only take this damage once this turn, Talent Cost: 3 (Counts as 3 Talents).
regardless of how many times it gets hit by the Vitriolic Tentacles. A creature that takes acid
slime burst. Unless the target avoids taking any of damage from Juiblex's acid lash attack must
this damage, any metal armor worn by the target succeed on a DC 21 Dexterity saving throw. On
takes a permanent −1 penalty to the AC it offers, a failed save, the target takes 14 (2d6 + 7) acid
and any metal weapon it is carrying or wearing damage at the start of its next turn, and 10 (1d6
takes a permanent −1 penalty to damage rolls. The + 7) acid damage at the start of the turn following
penalty worsens each time a target is subjected to that. This effect does not stack even if the target
this effect. If the penalty on an object drops to −5, takes multiple acid lash attacks from Juiblex, but
the object is destroyed. each failed save means the target is affected by a
new application.
The effect ends if the target receives magical
Spawn Ooze (Recharge 5-6) healing.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Spawn Ooze (Recharge 5-6). As a bonus action,
Juiblex summons 1d4 gray oozes, 1d2 ochre jellies,
or 1 black pudding. A summoned ooze appears in
an unoccupied space within 5 feet of Juiblex, acts as
an ally of Juiblex and has no talents. It remains for
Orcus
one minute, until it or Juiblex dies, or until Juiblex Orcus (CR 26) can have a maximum of 9 talents.
dismisses it as an action.

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

Chapter 2. Mordenkainen's Tome of Foes 101


throw or have its hit points reduced to 0. Undead
and fiends ignore this effect.

Extra Legendary Action


Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Orcus can take 1 extra legendary action before the
start of his next turn. Orcus can retake this talent
up one additional time. The extra legendary action
stacks.

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.

Magic Immunity III


Type: Trait. Regeneration
Prerequisite Magic Immunity I, Magic Immunity II Type: Trait.
Regeneration. Orcus regains 10 hit points at the
Orcus is immune to spells of 3rd level and below,
but not to cantrips. start of his turn. If Orcus takes acid or radiant
damage, this trait doesn’t function at the start of his
next turn. Orcus dies only if he starts his turn with
0 hit points and doesn’t regenerate.
Magic Weapon Resistance I
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Summon Demon (1/Day)
Orcus is resistant to bludgeoning, piercing, and Type: Action.
slashing damage from +1 magical weapons or Talent Cost: 4 (Counts as 4 Talents).
weaker.
Summon Demon (1/Day). Orcus summons 4d6
dybbuks, 2d6 maurezhis, 1d3 devourers, 1d3 nal-
feshnees, 1d2 mariliths, or 1 balor. A summoned
Magic Weapon Resistance II demon appears in an unoccupied space within 60
Type: Trait.
feet of Orcus, acts as an ally of Orcus, has no talents,
Talent Cost: 2 (Counts as 2 Talents). and can't summon other demons. It remains for one
minute, until it or Orcus dies, or until Orcus dis-
Orcus is resistant to bludgeoning, piercing, and
misses it as an action.
slashing damage from +2 magical weapons or
weaker.

Swift Spellcaster (3/day)


Magic Weapon Resistance III Type: Trait.
Type: Trait. Talent Cost: 3 (Counts as 3 Talents).
Talent Cost: 2 (Counts as 2 Talents). Swift Spellcaster (3/Day). Orcus can take a bonus

Chapter 2. Mordenkainen's Tome of Foes 103


action to cast a spell that has a casting time of 1
action.

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.

Flail Storm (Recharge 5-6)


Yeenoghu Type: Action.
Yeenoghu (CR 24) can have a maximum of 9 talents. Talent Cost: 2 (Counts as 2 Talents).
Flail Storm (Recharge 5-6). Each creature within
15 feet of Yeenoghu must make a DC 24 Dexterity
Aura of Butchery saving throw. On a failed save, the target takes 15
Type: Trait. (1d12 + 9) bludgeoning damage and is subjected to
When a creature within 30 feet of Yeenoghu sees one additional effect, chosen at random:
Yeenoghu or an ally of Yeenoghu deal damage with 1. The attack deals an extra 13 (2d12) bludgeoning
a melee weapon attack, the target must succeed damage.
with a DC 17 Wisdom saving throw or become 2. The target must succeed on a DC 17 Constitution
frightened until the end of Yeenoghu's next turn. saving throw or be paralyzed until the start of
On a successful save, the creature becomes Yeenoghu’s next turn.
immune to Yeenoghu's Aura of Butchery for 24 3. The target must succeed on a DC 17 Wisdom
hours. saving throw or be affected by the confusion spell
until the start of Yeenoghu’s next turn.
If Yeenoghu uses Multiattack and Flail Storm is
Extra Legendary Action available, it can use Flail Storm in place of one flail
Type: Trait. attack.
Talent Cost: 2 (Counts as 2 Talents).
Yeenoghu can take 1 extra legendary action before
the start of his next turn. Yeenoghu can retake this
Howl of Savagery (Recharge 6)
Type: Trait.
talent up one additional time. The extra legendary
action stacks. Talent Cost: 2 (Counts as 2 Talents).
Howl of Savagery. Yeenoghu unleashes a horrific
howl as a bonus action. Each gnoll within 60 feet of
104 Chapter 2. Mordenkainen's Tome of Foes
him can move up to half its speed and make a bite
attack with advantage on the roll as a reaction.
Magic Weapon Resistance II
Type: Trait.
Innate Spellcasting Prerequisite Magic Weapon Resistance I
Type: Trait.
Yeenoghu is resistant to bludgeoning, piercing,
Innate Spellcasting. Yeenoghu’s innate
and slashing damage from +2 magical weapons or
spellcasting ability is Charisma (spell save DC 17).
weaker.
Yeenoghu can innately cast the following spells,
requiring no material components:
At-will: detect evil and good
3/day each: blight, telekinesis
Summon Demon (1/day)
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
Innate Spellcasting II Summon Demon (1/Day). Yeenoghu summons
Type: Trait. 1d6 shoosuva or 1d4 glabrezu or 1d4 shoosuva
Prerequisite Innate Spellcasting. + 1d2 glabrezu. A summoned demon appears in
an unoccupied space within 60 feet of Yeenoghu,
Innate Spellcasting. Yeenoghu’s innate acts as an ally of Yeenoghu, has no talents, and
spellcasting ability is Charisma (spell save DC 17). can't summon other demons. It remains for one
Yeenoghu can innately cast the following spells, minute, until it or Yeenoghu dies, or until Yeenoghu
requiring no material components: dismisses it as an action.
3/day: power word stun
1/day: symbol (pain)
Summon Gnolls (1/day)
Type: Action.
Magic Immunity I
Type: Trait. Talent Cost: 3 (Counts as 3 Talents).
Talent Cost: 2 (Counts as 2 Talents). Summon Gnolls (1/Day). Yeenoghu summons 2d6
gnoll flesh gnawers, 1d6 gnoll pack lords, 1d4 gnoll
Yeenoghu is immune to 1st level spells, but not to fang of yeenoghus, and 1 flind. A summoned gnoll
cantrips. appears in an unoccupied space within 60 feet of
Yeenoghu, acts as an ally of Yeenoghu and has no
talents. It remains until it or Yeenoghu dies, or until
Magic Immunity II Yeenoghu dismisses it as an action.
Type: Trait.
Prerequisite Magic Immunity I
Yeenoghu is immune to spells of 2nd level and
Swift Spellcaster (3/day)
Type: Trait.
below, but not to cantrips.
Talent Cost: 3 (Counts as 3 Talents).
Swift Spellcaster (3/Day). Yeenoghu can take a
Magic Weapon Resistance I bonus action to cast a spell that has a casting time
Type: Trait. of 1 action.
Talent Cost: 2 (Counts as 2 Talents).
Yeenoghu is resistant to bludgeoning, piercing,
and slashing damage from +1 magical weapons or
weaker.

Chapter 2. Mordenkainen's Tome of Foes 105


Zuggtmoy Extra Legendary Action
Type: Trait.
Zuggtmoy (CR 23) can have a maximum of 8
talents. Talent Cost: 2 (Counts as 2 Talents).
Zuggtmoy can take 1 extra legendary action before
the start of his next turn. Zuggtmoy can retake this
Constrict talent up one additional time. The extra legendary
Type: Trait.
action stacks.
Constrict. When Zuggtmoy hits a Huge or smaller
creature with its pseudopod, it is grappled (escape
DC 21). Until this grapple ends, the target is Flailing Pseudopods (Recharge 5-6)
restrained, Zuggtmoy can automatically hit the Type: Action.
target with its pseudopod, but can't use this
pseudopod against other targets. Talent Cost: 2 (Counts as 2 Talents).
Flailing Pseudopods (Recharge 5-6). Each
creature within reach of Zuggtmoy's pseudopod
Extended Pseudopod attack must make a DC 21 Dexterity saving throw.
Type: Trait. The target takes 30 (4d8 + 12) bludgeoning
damage plus 18 (4d8) poison damage on a failed
Zuggtmoy's pseudopod attack has a reach of 15 ft.
save, or half as much damage on a successful one.

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.

106 Chapter 2. Mordenkainen's Tome of Foes


Innate Spellcasting. Zuggtmoy’s innate 0 hit points and doesn’t regenerate.
spellcasting ability is Charisma (spell save DC 17).
Zuggtmoy can innately cast the following spells,
requiring no material components: Summon Demon (1/day)
3/day: wall of thorns Type: Action.
1/day: symbol (death)
Talent Cost: 4 (Counts as 4 Talents).
Summon Demon (1/Day). Zuggtmoy summons
Magic Immunity I 2d4 vrocks. A summoned demon appears in an
Type: Trait. unoccupied space within 60 feet of Zuggtmoy,
acts as an ally of Zuggtmoy, has no talents, and
Talent Cost: 2 (Counts as 2 Talents). can't summon other demons. It remains for one
Zuggtmoy is immune to 1st level spells, but not to minute, until it or Zuggtmoy dies, or until Zuggtmoy
cantrips. dismisses it as an action.

Magic Immunity II Summon Shamblers (1/Day)


Type: Trait. Type: Action.
Prerequisite Magic Immunity I Talent Cost: 3 (Counts as 3 Talents).
Zuggtmoy is immune to spells of 2nd level and Summon Shamblers (1/Day). Zuggtmoy summons
below, but not to cantrips. 1d4+1 spore-infested shambling mounds. A
summoned shambling mound appears in an
unoccupied space within 60 feet of Zuggtmoy,
Magic Weapon Resistance I acts as an ally of Zuggtmoy and has no talents.
Type: Trait. It remains until it or Zuggtmoy dies, or until
Zuggtmoy dismisses it as an action.
Talent Cost: 2 (Counts as 2 Talents).
Zuggtmoy is resistant to bludgeoning, piercing,
and slashing damage from +1 magical weapons or Swift Spellcaster (3/day)
weaker. Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
Magic Weapon Resistance II Swift Spellcaster (3/Day). Zuggtmoy can take a
Type: Trait. bonus action to cast a spell that has a casting time
of 1 action.
Prerequisite Magic Weapon Resistance I
Zuggtmoy is resistant to bludgeoning, piercing,
and slashing damage from +2 magical weapons or Toxic Aura
weaker. Type: Trait.
Toxic Aura. Zuggtmoy can activate or deactivate
this feature as a bonus action. While active, the aura
Regeneration deals 10 poison damage to any creature that ends
Type: Trait. its turn within 20 feet of Zuggtmoy.
Regeneration. Zuggtmoy regains 10 hit points
at the start of her turn while in contact with the
ground. If Zuggtmoy takes acid or radiant damage,
this trait doesn’t function at the start of her next
turn. Zuggtmoy dies only if she starts her turn with

Chapter 2. Mordenkainen's Tome of Foes 107


Derro Quick Jab
Type: Trait.
When the derro successfully knocks a target prone
Derro with its hooked spear, it can take a bonus action to
Derro (CR 1/4) can have 1 talent. make a hooked spear attack against it.

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.

Mark the Target


Type: Trait.
A creature hit by the derro's melee weapon attack
is marked until the end of the derro's next turn.
Derro Savant
Derro (CR 3) can have a maximum of 2 talents.
This effect ends early if the derro is incapacitated
or it dies, or if someone else marks the target.
While it is within 5 feet of the derro, a creature Favored by Diirinka
marked by the derro has disadvantage on any Type: Trait.
attack roll that doesn't target the derro.
Favored by Diirinka (Recharges after a Short
or Long Rest). If the derro fails a saving throw or

108 Chapter 2. Mordenkainen's Tome of Foes


misses with an attack roll, it can roll 2d4 and add it
to the total, possibly changing the outcome.
Acid Breath (Recharge 5-6)
Type: Action.
Madness Talent Cost: 2 (Counts as 2 Talents).
Type: Trait. Acid Breath (Recharge 5-6). The black abishai
Madness. The derro has advantage on saving exhales acid in an 30-foot line that is 5 feet wide.
throws against being charmed and frightened and Each creature in that line must make a DC 13
on ability checks made against Wisdom (Insight) Dexterity saving throw, taking 31 (7d8) acid
ability checks. damage on a failed save, or half as much damage on
a successful one.

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.

Hungry Darkness (Recharge 5-6)


War Magic Type: Action.
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
War Magic. When the derro uses its action to cast The black abishai creates a magical darkness
a cantrip, it can make one melee attack as a bonus identical to the darkness spell, except the black
action. abishai can see through it. This effect lasts for 1
minute. Any creature that starts its turn within this
area of darkness takes 4 (1d8) necrotic damage.
When a creature moves into or within the area, it
takes 4 (1d8) necrotic damage for every 5 feet it
travels. The black abishai is immune to the damage
from hungry darkness.
Devils
Shadow Shift
Naturally Insidious Type: Reaction.
Type: Trait. Shadow Shift. While in dim light or in darkness and
The devil has advantage on all Charisma checks a creature the black abishai can see moves within 5
when lying, intimidating and manipulating others feet of the black abishai, the black abishai can move
to further its agenda or for self-preservation. up to half its speed without provoking opportunity
attacks.

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

Chapter 2. Mordenkainen's Tome of Foes 109


60 feet to an unoccupied space it can see that is Bite (Costs 2 Actions). The blue abishai attacks
also in dim light or darkness. It then has advantage with its bite.
on the first melee attack it makes before the end of Cast Spell (Costs 1-3 Actions). The blue abishai
the turn. uses a spell slot to cast a 1st-, 2nd-, or 3rd-
level spell that it has prepared. Doing so costs 1
legendary action per level of the spell.
Tail Stinger
Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
Lightning Breath (Recharge 5-6)
Type: Action.
When a creature moves within 5 feet of the black
Talent Cost: 2 (Counts as 2 Talents).
abishai and the black abishai can see the creature,
the black abishai can choose to attack it with its tail Lightning Breath (Recharge 5-6). The blue abishai
stinger. exhales lightning in an 30-foot line that is 5 feet
wide. Each creature in that line must make a DC 16
Tail Stinger. Melee Weapon Attack: +6 to hit, reach
Dexterity saving throw, taking 55 (10d10) lightning
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage
damage on a failed save, or half as much damage on
plus 4 (1d8) acid damage and the creature gains
a successful one.
vulnerability to acid until the end of the black
abishai's next turn.

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.

Chapter 2. Mordenkainen's Tome of Foes 111


Swift Spellcaster (3/day)
Type: Trait. Fire Breath (Recharge 5-6)
Talent Cost: 3 (Counts as 3 Talents). Type: Action.
The green abishai can take a bonus action to cast a Talent Cost: 2 (Counts as 2 Talents).
spell that has a casting time of 1 action. Fire Breath (Recharge 5-6). The red abishai
exhales fire in a 15-foot cone. Each creature in that
area must make a DC 18 Dexterity saving throw,
Tail Stinger taking 63 (18d6) fire damage on a failed save, or
Type: Reaction. half as much damage on a successful one.
Talent Cost: 2 (Counts as 2 Talents).
When a creature moves within 5 feet of the green Flaming Morningstar
abishai and the green abishai can see the creature,
Type: Trait.
the green abishai can choose to attack it with its tail
stinger. The red abishai's morningstar attack deals an extra
11 (2d10) fire damage.
Tail Stinger. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage
plus 4 (1d8) poison damage and the creature gains
vulnerability to poison until the end of the green
Flyby
abishai's next turn. Type: Trait.
Flyby. The red abishai doesn't provoke opportunity
attacks when it flies out of an enemy's reach.
Venomous Blade
Type: Trait.
The green abishai's longsword attack deals an extra
Legendary Actions
7 (2d6) poison damage. Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
The red abishai 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
Abishai, Red of another creature's turn. The red abishai regains
spent legendary actions at the start of its turn.
The red abishai (CR 19) can have a maximum of 7
talents. Detect. The red abishai makes a Wisdom
(Perception) check.
Bash. The red abishai attacks with its morningstar.
Innate Spellcasting Bite (Costs 2 Actions). The red abishai makes a
Type: Trait. bite attack.
Command Fanataics (Costs 3 Actions). The red
Talent Cost: 2 (Counts as 2 Talents). abishai chooses up to four of its allies within 60
Innate Spellcasting. The red abishai’s innate feet of it that can see it. Each target can use its
spellcasting ability is Charisma (spell save DC 21). reaction to move up to half its speed and make one
The red abishai can innately cast the following weapon attack.
spells, requiring no material components:
At-will: command, charm person, suggestion
3/day each: dominate person, fear, flame strike Swift Spellcaster (3/day)
1/day each: divine word, fire storm Type: Trait.

112 Chapter 2. Mordenkainen's Tome of Foes


Talent Cost: 3 (Counts as 3 Talents). Flyby
Type: Trait.
The red abishai can take a bonus action to cast a
spell that has a casting time of 1 action. Flyby. The white abishai doesn't provoke
opportunity attacks when it flies out of an enemy's
reach.
Tail Stinger Frost Blade
Type: Reaction. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). The white abishai's longsword attack deals an extra
When a creature moves within 5 feet of the red 3 (1d6) cold damage.
abishai and the red abishai can see the creature,
the red abishai can choose to attack it with its tail
stinger. Rage
Tail Stinger. Melee Weapon Attack: +12 to hit, Type: Trait.
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing Talent Cost: 2 (Counts as 2 Talents).
damage plus 4 (1d8) fire damage and the creature
Rage (Recharges after a Short or Long Rest).
gains vulnerability to fire until the end of the red
As a bonus action, the white abishai can enter a
abishai's next turn.
rage at the start of its turn. The rage lasts for 1
minute or until the white abishai is incapacitated.
While raging, the white abishai gains the following
benefits:
• The white abishai has advantage on Strength
Abishai, White checks and Strength saving throws
The white abishai (CR 6) can have a maximum of 3
• When it makes a melee weapon attack, the white
talents.
abishai gains a +2 bonus to the damage roll.
• The white abishai has resistance to bludgeoning,
Cold Breath (Recharge 5-6) piercing, and slashing damage.
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Tail Stinger
Cold Breath (Recharge 5-6). The white abishai Type: Reaction.
exhales an icy blast in a 15-foot cone. Each creature
Talent Cost: 2 (Counts as 2 Talents).
in that area must make a DC 15 Constitution saving
throw, taking 45 (10d8) cold damage on a failed When a creature moves within 5 feet of the white
save, or half as much damage on a successful one. abishai and the white abishai can see the creature,
the white abishai can choose to attack it with its tail
stinger.
Innate Spellcasting
Type: Trait. Tail Stinger. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage
Innate Spellcasting. The red abishai’s innate plus 3 (1d6) cold damage and the creature gains
spellcasting ability is Charisma (spell save DC 12). vulnerability to cold until the end of the white
The red abishai can innately cast the following abishai's next turn.
spells, requiring no material components:
At-will: charm person, command, detect magic
1/day each: ice storm

Chapter 2. Mordenkainen's Tome of Foes 113


Amnizu Spur Allies
The amnizu (CR 18) can have a maximum of 7 Type: Trait.
talents.
Spur Allies. As a bonus action, the amnizu targets
up to two allies within 30 feet that can see and hear
the amnizu and must have less hit points than the
Aura of Tyranny amnizu. The target takes 3 (1d6) psychic damage
Type: Trait. and uses its reaction to make one melee attack with
Aura of Tyranny. An ally that is within 30 feet advantage on the roll.
of the amnizu and can see and hear the amnizu
and has less hit points than the amnizu has
advantage to saving throws against being charmed Summon Devil (1/day)
and frightened, provided that the amnizu isn't Type: Action.
incapacitated.
Talent Cost: 2 (Counts as 2 Talents).
Summon Devil (1/Day). An amnizu summons 2d4
Extended Whip bearded devils or 1d4 barbed devils. A summoned
Type: Trait. devil appears in an unoccupied space within 60 feet
of the amnizu, acts as an ally of the amnizu, has no
The amnizu's Taskmaster Whip attack has a reach
talents, and can't summon other devils. It remains
of 15 ft.
for one minute, until it or the amnizu dies, or until
the amnizu dismisses it as an action.
Improved Poison Mind
Type: Trait.
Swift Spellcaster (3/day)
The amnizu's Poison Mind can target up to three Type: Trait.
creatures.
Talent Cost: 3 (Counts as 3 Talents).
The amnizu can take a bonus action to cast a spell
Legendary Actions that has a casting time of 1 action.
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
Vexing Whip
The amnizu gains 3 legendary actions, choosing
Type: Trait.
from the options below. Only one legendary action
option can be used at a time and only at the end of A creature hit by the amnizu's Taskmaster Whip
another creature's turn. The amnizu regains spent attack gains disadvantage to ability checks, attack
legendary actions at the start of its turn. rolls, and saving throws until the end of the the
Move. The amnizu moves up to half its speed amnizu's next turn.
without provoking opportunity attacks.
Beguile. The amnizu casts charm person or
command.
Whip (Costs 2 Actions). The amnizu attacks with
its Taskmaster Whip.
Disruptive Touch (Costs 2 Actions). The amnizu
Hellfire Engine
The hellfire engine (CR 16) can have a maximum of
makes a Disruptive Touch attack.
6 talents.
Fireball (Costs 3 Actions). The amnizu casts
fireball.

114 Chapter 2. Mordenkainen's Tome of Foes


Burst of Speed (Recharge 6) Magic Immunity I
Type: Trait. Type: Trait.
The hellfire engine can take a bonus action to Talent Cost: 2 (Counts as 2 Talents).
increase its speed to 80 until the end of the turn.
The hellfire engine is immune to 1st level spells,
but not to cantrips.
Death Throes
Type: Trait.
Magic Immunity II
Death Throes. When the hellfire engine dies, Type: Trait.
it explodes, and each creature within 60 feet of
it must make a DC 20 Dexterity saving throw, Prerequisite Magic Immunity I
taking 21 (6d6) fire damage and 21 (6d6) thunder The hellfire engine is immune to spells of 2nd level
damage on a failed save, or half as much damage and below, but not to cantrips.
on a successful one. Creatures within 30 feet of the
hellfire engine gain disadvantage on their saving
throws against this effect. Magic Immunity III
Type: Trait.
Prerequisite Magic Immunity I, Magic Immunity II
Hellfire Shield
Type: Trait. The hellfire engine is immune to spells of 3rd level
and below, but not to cantrips.
Talent Cost: 2 (Counts as 2 Talents).
At the start of each of the hellfire engine's turns,
each creature within 5 feet of it takes 5 (1d10) fire Thunderous Bellow (Recharge 5-6)
damage, and flammable objects in the aura that Type: Trait.
aren't being worn or carried ignite. A creature that
touches the hellfire engine or hits it with a melee Talent Cost: 3 (Counts as 3 Talents).
attack while within 5 feet of it takes 5 (1d10) fire Thunderous Bellow (Recharge 5-6). As a bonus
damage. action, the hellfire engine unleashes a magical,
thundering bellow. Each creature within 60 feet
that can hear the hellfire engine must succeed on a
Legendary Actions DC 20 Constitution saving throw. Creatures within
Type: Action. 30 feet of the hellfire engine gain disadvantage on
their saving throws. On a failed save, the target
Talent Cost: 4 (Counts as 4 Talents).
takes 22 (4d10) thunder damage and is deafened
The hellfire engine gains 3 legendary actions, for 1 minute. If a creature fails its saving throw
choosing from the options below. Only one by 5 or more, the creature is also stunned. A
legendary action option can be used at a time and deafened or stunned creature can repeat the saving
only at the end of another creature's turn. The throw at the end of each of its turns, ending the
hellfire engine regains spent legendary actions at effect on itself on a success. On a successful save,
the start of its turn. the target takes half as much damage and isn't
Move. The hellfire engine moves up to half its deafened.
speed.
Hellish Weapon (Costs 2 Actions). The hellfire
engine makes a Bonemelt Sprayer, Lightning Flail, Unstoppable
or Thunder Cannon attack. Type: Trait.
The hellfire engine deals triple damage against
objects and structures. In addition, the hellfire

Chapter 2. Mordenkainen's Tome of Foes 115


engine can move through the space of a Large or The merregon gains +2 AC if it is within 5 feet of an
smaller hostile creature. All opportunity attacks allied merregon that isn't incapacitated.
made against the hellfire engine by the creatures
whose spaces the hellfire engine entered have
disadvantage. Martial Advantage
Type: Trait.
Martial Advantage. Once per turn, the merregon
can deal an extra 7 (2d6) damage to a creature
it hits with a weapon attack if that creature is
Merregon within 5 feet of an ally of the merregon that isn't
incapacitated.
The merregon (CR 4) can have a maximum of 2
talents.

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.

Legion Devil Formation


Type: Reaction.
When a hostile creature the merregon can see Narzugon
moves within 5 feet of the merregon, the merregon The narzugon (CR 13) can have a maximum of 5
can move up to its speed without provoking talents.
opportunity attacks. It must be able to end in a
space within 5 feet of an allied merregon that isn't
incapacitated. Aura of Fire
Type: Trait.
Any creature that starts its turn within 10 feet of
Legion Devil Phalanx the narzugon takes 5 (1d10) fire damage.
Type: Trait.

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.

Hellfire Smite (3/Day)


Type: Trait.
Hellfire Smite (3/Day). As a bonus action, when
the narzugon hits a creature with a weapon attack,
it can deal an extra 11 (2d10) fire damage and the
target becomes vulnerable to fire until the end of
the narzugon's next turn.

Innate Spellcasting The narzugon gains 3 legendary actions, choosing


Type: Trait. from the options below. Only one legendary action
option can be used at a time and only at the end
Innate Spellcasting. The narzugon’s innate
of another creature's turn. The narzugon regains
spellcasting ability is Charisma (spell save DC 17,
spent legendary actions at the start of its turn.
+9 to hit with spell attacks). The narzugon can
Move. The narzugon moves up to half its speed.
innately cast the following spells, requiring no
Hellish Command (Costs 2 Actions). The
material components:
narzugon uses Infernal Command or Terrifying
At-will: command, hellish rebuke, scorching ray
Command.
1/day each: contagion, dominate person
Lance (Costs 2 Actions). The narzugon makes a
Hellfire Lance attack.
Indomitable
Type: Trait. Mounted Charge
Indomitable (1/Day). The narzugon rerolls a failed Type: Trait.
saving throw. It must use the new roll. Charge. When mounted on its steed and the
narzugon moves at least 10 feet in a straight line
right before attacking a creature and hits it with a
Legendary Actions Hellfire Lance attack, the narguzon deals an extra
Type: Action. 6 (1d12) weapon damage. In addition, the target
must make a DC 18 Strength saving throw or be
Talent Cost: 4 (Counts as 4 Talents).
knocked prone.

Chapter 2. Mordenkainen's Tome of Foes 117


Nupperibo Innate Spellcasting
The nupperibo (CR 1/2) can have 1 talent. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Blood Frenzy Innate Spellcasting. The orthon’s innate
Type: Trait. spellcasting ability is Charisma (spell save DC
15, +7 to hit with spell attacks). The orthon can
Blood Frenzy. The nupperibo has advantage on innately cast the following spells, requiring no
melee attack rolls against any creature that doesn't material components:
have all its hit points. At-will: hunter's mark
1/day each: conjure volley, steel wind strike, teleport

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.

Cleaving Swing (Recharge 5-6)


Skirmisher Type: Action.
Type: Reaction. Talent Cost: 2 (Counts as 2 Talents).
Skirmisher. When an enemy the orthon can see Cleaving Swing (Recharge 5-6). Each creature
ends its turn within 5 feet of it, the orthon can
within 20 feet of Bael must succeed on a DC
move up to half its speed. This movement doesn’t
21 Dexterity saving throw, taking 16 (2d8 + 7)
provoke opportunity attacks. piercing damage plus 13 (3d8) necrotic damage
on a failed save, or half as much damage on a
successful one.
Steady Aim
Type: Trait.
Steady Aim (3/Day). As a bonus action, the orthon
takes careful aim at a creature it can see within
range of its ranged weapon. Until the end of its
turn, the orthon deals an extra 10 damage with its
ranged weapon attacks against the target.

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

120 Chapter 2. Mordenkainen's Tome of Foes


Geryon
Geryon (CR 22) can have a maximum of 8 talents.

Extra Legendary Action


Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Geryon can take 1 extra legendary action before the
start of his next turn. Geryon can retake this talent
up one additional time. The extra legendary action
stacks.

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.

Talent Cost: 2 (Counts as 2 Talents).


Savage Battle Cry (1/Day). As a bonus action,
Geryon can unleash a terrifying battle cry. Up to ten
other creatures of Geryon's choice within 60 feet of
it that can hear it gain advantage on attack rolls and Hutijin
saving throws until the start of its next turn. All Hutijin (CR 21) can have a maximum of 8 talents.
other creatures within 60 feet must succeed on a
DC 23 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat the saving Battle Magic
throw at the end of each of its turns, ending the Type: Trait.
effect on itself on a success. Talent Cost: 2 (Counts as 2 Talents).
Battle Magic. When Hutijin uses his action to cast
a spell that has a casting time of 1 action, he can
Sudden Sting
make one melee attack as a bonus action.
Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
When a creature moves within 20 feet of Geryon Extra Legendary Action
and Geryon can see the creature, Geryon can Type: Trait.
choose to attack it with its stinger. Talent Cost: 2 (Counts as 2 Talents).
Hutijin can take 1 extra legendary action before the
start of his next turn. Hutijin can retake this talent
Summon Devil (1/day)
up one additional time. The extra legendary action
Type: Action.
stacks.
Talent Cost: 4 (Counts as 4 Talents).
Summon Devil (1/Day). Geryon summons 2d3
122 Chapter 2. Mordenkainen's Tome of Foes
Flyby Magic Weapon Resistance II
Type: Trait. Type: Trait.
Flyby. Hutijin doesn't provoke opportunity attacks Prerequisite Magic Weapon Resistance I
when it flies out of an enemy's reach. Hutijin is resistant to bludgeoning, piercing, and
slashing damage from +2 magical weapons or
weaker.
Hellfire Gaze
Type: Legendary Action.
Talent Cost: 3 (Counts as 3 Talents). Ravaging Assault
Type: Trait.
Hellfire Gaze (Costs 3 Actions). Hutijin's eyes
project intense fiery energy in a 60-foot line that Talent Cost: 2 (Counts as 2 Talents).
is 5 feet wide. Each creature in that line must Ravaging Assault. A creature that is hit by at least
make a DC 22 Dexterity saving throw, taking three of Hutijin's melee attacks in the same turn
21 (6d6) fire damage on a failed save, or half as must succeed on a DC 23 Constitution saving throw
much damage on a successful one. If this damage or be stunned for 1 minute. A stunned creature
reduces the target to 0 hit points, it is can repeat the saving throw at the end of each of its
disintegrated. A disintegrated creature and turns, ending the effect on itself on a success.
everything it is wearing and carrying, except
magic items, are reduced to a pile of fine ash and
slag. The creature can be restored to life only by
means of a true resurrection or a wish spell.
Summon Devil (1/day)
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
Magic Immunity I
Type: Trait. Summon Devil (1/Day). Hutijin summons 1d3
horned devils, 1d2 ice devils, or 1 pit fiend. A
Talent Cost: 2 (Counts as 2 Talents). summoned devil appears in an unoccupied space
Hutijin is immune to 1st level spells, but not to within 60 feet of Hutijin, acts as an ally of Hutijin,
cantrips. has no talents, and can't summon other devils. It
remains for one minute, until it or Hutijin dies, or
until Hutijin dismisses it as an action.
Magic Immunity II
Type: Trait.
Tail Swipe (Recharge 5-6)
Prerequisite Magic Immunity I Type: Action.
Hutijin is immune to spells of 2nd level and below, Talent Cost: 2 (Counts as 2 Talents).
but not to cantrips.
Tail Swipe (Recharge 5-6). Each creature within
10 feet of Hutijin must make a DC 23 Strength
Magic Weapon Resistance I saving throw, taking 19 (2d10 + 8) bludgeoning
Type: Trait. damage and is knocked prone on a failed save, or
half as much damage and isn't knocked prone on a
Talent Cost: 2 (Counts as 2 Talents). successful one.
Hutijin is resistant to bludgeoning, piercing, and If Hutijin uses Multiattack and Tail Swipe is
slashing damage from +1 magical weapons or available, he can use Tail Swipe in place of his tail
weaker. attack.

Chapter 2. Mordenkainen's Tome of Foes 123


Moloch Confusion
Moloch (CR 21) can have a maximum of 8 talents. Type: Legendary Action.
Confusion (Costs 2 Actions). Moloch casts
confusion.
Battle Magic
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Extra Legendary Action
Type: Trait.
Battle Magic. When Moloch uses his action to cast
a spell that has a casting time of 1 action, he can Talent Cost: 2 (Counts as 2 Talents).
make one melee attack as a bonus action. Moloch can take 1 extra legendary action before the
start of his next turn. Moloch can retake this talent
up one additional time. The extra legendary action
Choke Hold stacks.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
If a Large or smaller creature is hit by Moloch's
Fling
Type: Action.
claw, that creature is grappled (escape DC 18).
Until this grapple ends, the creature is restrained Prerequisite: Choke Hold.
and Moloch can automatically hit the target with its One Large or smaller object held or creature
claw but can't use this claw attacks against other grappled by Moloch takes 17 (2d8 + 8) bludgeoning
targets. 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 damage for
every 10 feet it was thrown. If the target is thrown
at another creature, that creature must succeed on
a DC 23 Dexterity saving throw or take the same
damage and be knocked prone.

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 Weapon Resistance I


Type: Trait.

124 Chapter 2. Mordenkainen's Tome of Foes


Talent Cost: 2 (Counts as 2 Talents). successful one.
Moloch is resistant to bludgeoning, piercing, and
slashing damage from +1 magical weapons or
weaker.
Titivilus
Titivilus (CR 16) can have a maximum of 6 talents.
Magic Weapon Resistance II
Type: Trait.
Prerequisite Magic Weapon Resistance I
Aura of Influence
Type: Trait.
Moloch is resistant to bludgeoning, piercing, and
Any creature that starts its turn within 10 feet of
slashing damage from +2 magical weapons or
Titivilus has disadvantage to saving throws made
weaker.
against being charmed or frightened until the start
of its next turn.
Ravaging Assault
Type: Trait.
Battle Magic
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.
Ravaging Assault. A creature that is hit by at least Talent Cost: 2 (Counts as 2 Talents).
three of Moloch's melee attacks in the same turn
Battle Magic. When Titivilus uses his action to cast
must succeed on a DC 23 Constitution saving throw
a spell that has a casting time of 1 action, he can
or be stunned for 1 minute. A stunned creature
can repeat the saving throw at the end of each of its make one melee attack as a bonus action.
turns, ending the effect on itself on a success.

Extra Legendary Action


Wall of Fire Type: Trait.
Type: Legendary Action. Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 2 (Counts as 2 Talents). Titivilus can take 1 extra legendary action before
the start of his next turn. Titivilus can retake this
Confusion (Costs 2 Actions). Moloch casts
wall of fire. talent up one additional time. The extra legendary
action stacks.

Whirling Tails (Recharge 5-6)


Type: Action.
Flyby
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Flyby. Titivilus doesn't provoke opportunity attacks
Moloch rapidly swings his vicious Many-Tailed when it flies out of an enemy's reach.
Whip in deadly arc around him as he moves toward
his foes.
Whirling Tails (Recharge 5-6). Moloch moves Innate Spellcasting
up to its walking speed in a straight line and Type: Trait.
targets each creature within 15 feet of it during Innate Spellcasting. Titivilus’s innate spellcasting
its movement. Each target must succeed on a DC ability is Charisma (spell save DC 21). Titivilus
23 Dexterity saving throw or take 13 (2d4 + 8) can innately cast the following spells, requiring no
slashing damage plus 11 (2d10) lightning damage material components:
on a failed save, or half as much damage on a At-will: fear
Chapter 2. Mordenkainen's Tome of Foes 125
1/day each: mass suggestion Zariel
Zariel (CR 26) can have a maximum of 9 talents.

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.

Fiery Wing Shield


Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
126 Chapter 2. Mordenkainen's Tome of Foes
Zariel folds her wings to form a flaming shield slashing damage plus 36 (8d8) fire damage on a
against a would-be attacker. She adds 5 to her AC failed save, or half as much damage on a successful
against one melee attack that would hit it. To do so, one.
Zariel must see the attacker. If the attack results
in a miss due to this feature, the attacking creature
takes 14 (4d6) fire damage. Extra Legendary Action
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Fireball
Type: Legendary Action. Zariel can take 1 extra legendary action before the
start of her next turn. Zariel can retake this talent
Talent Cost: 2 (Counts as 2 Talents).
up one additional time. The extra legendary action
Fireball (Costs 3 Actions). Zariel casts fireball. stacks.

Flaming Column (Recharge 5-6) Flyby


Type: Action. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Flyby. Zariel doesn't provoke opportunity attacks
when it flies out of an enemy's reach.
Zariel flies and spins rapidly, striking all around her
with her longsword.
Flaming Column (Recharge 5-6). Zariel moves Hellfire Smite (3/Day)
up to her flying speed in a straight line and targets Type: Trait.
each creature within 10 feet of her during her
movement. This move doesn't provoke opportunity Talent Cost: 2 (Counts as 2 Talents).
attacks. Each target must succeed on a DC 24 Hellfire Smite (3/Day). As a bonus action,
Dexterity saving throw or take 19 (2d10 + 8) when Zariel hits a creature with a weapon

Chapter 2. Mordenkainen's Tome of Foes 127


attack, she can deal an extra 13 (3d8) fire damage. Magic Immunity II
If the target isn't immune to fire, it becomes Type: Trait.
vulnerable to fire until the end of Zariel's next turn. Prerequisite Magic Immunity I
Zariel is immune to spells of 2nd level and below,
but not to cantrips.
Hellfire Wave (Recharge 6)
Type: Legendary Action.
Talent Cost: 2 (Counts as 2 Talents). Magic Immunity III
Hellfire Wave (Costs 3 Actions). Strong waves Type: Trait.
of hellish flames surge from Zariel and incinerate Prerequisite Magic Immunity I, Magic Immunity II
all those around her. Each creature within 20
feet of her must succeed on a DC 26 Dexterity Zariel is immune to spells of 3rd level and below,
saving throw, taking 28 (8d6) fire damage on a but not to cantrips.
failed save, or half as much damage on a successful
one. Whether a creature saves or fails, it becomes
vulnerable to fire until the end of Zariel's next Magic Weapon Resistance I
turn, unless it is immune to fire. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Zariel is resistant to bludgeoning, piercing, and
Innate Spellcasting
slashing damage from +1 magical weapons or
Type: Trait.
weaker.
Innate Spellcasting. Zariel’s innate spellcasting
ability is Charisma (spell save DC 23). Zariel can
innately cast the following spells, requiring no Magic Weapon Resistance II
material components: Type: Trait.
At-will: command, detect magic, hunter's mark
3/day: greater invisibility (self only) Prerequisite Magic Weapon Resistance I
Zariel is resistant to bludgeoning, piercing, and
slashing damage from +2 magical weapons or
Innate Spellcasting II weaker.
Type: Trait.
Prerequisite Innate Spellcasting
Magic Weapon Resistance III
Innate Spellcasting. Zariel’s innate spellcasting Type: Trait.
ability is Charisma (spell save DC 23). Zariel can
innately cast the following spells, requiring no Prerequisite Magic Weapon Resistance I & II
material components: Zariel is resistant to bludgeoning, piercing, and
3/day: dominate person slashing damage from +3 magical weapons or
1/day each: fire storm, symbol (death or fear only) weaker.

Magic Immunity I Vorpal Strikes


Type: Trait. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Talent Cost: 3 (Counts as 3 Talents).
Zariel is immune to 1st level spells, but not to Zariel's longsword attacks ignore resistance to
cantrips. slashing damage. In addition, when Zariel attacks
a creature that has at least one head with a

128 Chapter 2. Mordenkainen's Tome of Foes


longsword attack and rolls a 20 on the attack roll, Magic Resistance
it cuts off one of the creature's heads. The creature Type: Trait.
dies if it can't survive without the lost head. A
Magic Resistance. The drow has advantage on
creature is immune to this effect if it is immune
saving throws against spells and other magical
to slashing damage, doesn't have or need a head,
effects.
has legendary actions, or the GM decides that the
creature is too big for its head to be cut off with
Zariel's longsword. Such a creature instead takes an
extra 27 (6d8) slashing damage from the hit.
Magic Weapons
Type: Trait.
Magic Weapons. The drow's weapon attacks are
magical.

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

Chapter 2. Mordenkainen's Tome of Foes 129


opportunity attacks. Talent Cost: 2 (Counts as 2 Talents).
Web of a Thousand Spiders (1/Day). The drow
conjures a ball of web filled with tiny venomous
Subterranean Stalker spiders that explodes at a point it can see within
Type: Trait. 60 feet of it and blankets the area in webs. Each
The drow has advantage on Wisdom (Perception), creature in a 20-foot-radius sphere centered on
Wisdom (Survival) checks, and Dexterity (Stealth) that point must succeed on a DC 16 Strength saving
checks while in natural subterranean surroundings. throw. On a failed save, the target is restrained by
the web. The area becomes difficult terrain for the
duration. When a creature moves into or within the
Drow Arachnomancer area, it must succeed on a DC 16 Strength saving
throw or become restrained by the webbing. Any
The Arachnomancer (CR 13) can have a maximum
creature that starts its turn within the web takes
of 5 talents.
15 (6d4) poison damage at the start of each of
the drow's turns. A restrained creature can use
an action to perform a DC 16 Strength (Athletics)
Battle Magic or Dexterity (Acrobatics) check, ending the effect
Type: Trait. on itself on a success. The webbing can also be
Talent Cost: 2 (Counts as 2 Talents). attacked and destroyed (AC 10; hp 5 per 5 foot
square; vulnerability to fire damage; immunity to
Battle Magic. When the drow uses its action to
bludgeoning, poison, and psychic damage).
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. 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.

130 Chapter 2. Mordenkainen's Tome of Foes


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.
Cantrip. The drow casts a cantrip.
Scimitar (Costs 2 Actions). The drow attacks with
its scimitar.
Cast Spell (Costs 1-3 Actions). The drow uses a
spell slot to cast a 1st-, 2nd-, or 3rd-level spell that
it has prepared. Doing so costs 1 legendary action
per level of the spell.

Drow House Captain


Opportunity Spell The drow house captain (CR 9) can have a
Type: Reaction. maximum of 4 talents.

Opportunity Spell. When a hostile creature's


movement provokes an opportunity attack from Battle Tactician
the drow, it can cast a spell at the creature, rather Type: Trait.
than making an opportunity attack. The spell must
have a casting time of 1 action and must target only Talent Cost: 2 (Counts as 2 Talents).
that creature. Battle Tactician. The drow learns three maneuvers
and gains four d8 superiority dice from the Fighter
class's Battle Master archetype. The drow's
Power Surge (3/Day) Maneuver ability is Dexterity (Maneuver save DC
Type: Trait. 16).
Talent Cost: 2 (Counts as 2 Talents).
Power Surge (3/Day). Once per turn when the Distracing Strike
drow deals damage to a creature or object with a Type: Action.
wizard spell, it can choose to deal an extra 10 (3d6)
force damage to that target. Talent Cost: 2 (Counts as 2 Talents).
Distracting Strike (1/Turn). When the drow hits
a creature with a weapon attack, the next attack
Tactical Wit roll against the target by an attacker other than the
Type: Trait. drow has advantage if the attack is made before the
Tactical Wit. The drow has a +4 bonus to its start of the drow's next turn.
initiative rolls.

Maneuver Allies (Recharge 5-6)


Type: Action.

Chapter 2. Mordenkainen's Tome of Foes 131


Maneuver Allies (Recharge 5-6). Up to four allies cast a spell that has a casting time of 1 action, it can
within 60 feet of this drow that can hear him can make one melee attack as a bonus action.
each use their reaction to move up to half their
speed without provoking opportunity attacks.
Dreadful Strikes
Type: Trait.
Legendary Actions Prerequisite: Dreadful Strikes.
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 4 (Counts as 4 Talents).
Dreadful Strikes. When a creature takes necrotic
The drow gains 3 legendary actions, choosing damage from the drow's death lance attack, it must
from the options below. Only one legendary action make a DC 18 Wisdom saving throw or become
option can be used at a time and only at the end of frightened until the end of the drow's next turn.
another creature's turn. The drow regains spent
legendary actions at the start of its turn.
Command. The drow targets one ally he can see Glare of Reckoning
within 30 feet of him. If the target can see or hear Type: Action.
the drow, the target can use its reaction to make
one melee attack. Glare of Reckoning. The drow targets one
Move. The drow moves up to half his speed frightened creature she can see within 30 feet of
without provoking opportunity attacks. her. The target must make a DC 18 Wisdom saving
Drow Magic. The drow casts a spell from his list of throw. On a failure, the target is paralyzed until
innate spells. the drow deals damage to it, or until the end of the
Attack (Costs 2 Actions). The drow makes a melee drow's next turn.
or ranged weapon attack. If the drow uses Multiattack, it can use Glare of
Reckoning in place of one death lance attack.

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.

Aura of Lolth's Favored Magic Immunity II


Type: Trait. Type: Trait.
Aura of Lolth's Favored. A demon, drow, or spider Prerequisite Magic Immunity I
ally that is within 30 feet of this drow and can
The drow is immune to spells of 2nd level and
see and hear her has advantage to saving throws
below, but not to cantrips.
against being charmed and frightened, provided
that this drow isn't incapacitated.

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.

Extra Legendary Action Web of a Thousand Spiders (2/Day)


Type: Action.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 2 (Counts as 2 Talents).
Web of a Thousand Spiders (2/Day). The drow
The drow can take 1 extra legendary action before
conjures a ball of web filled with tiny venomous
the start of her next turn. The drow can retake this
spiders that explodes at a point she can see within
talent up one additional time. The extra legendary
60 feet of her and blankets the area in webs. Each
action stacks.
creature in a 20-foot-radius sphere centered on
that point must succeed on a DC 16 Strength saving
throw. On a failed save, the target is restrained by
the web. The area becomes difficult terrain for the
Insidious Poison duration. When a creature moves into or within the
Type: Legendary Action. area, it must succeed on a DC 19 Strength saving

Chapter 2. Mordenkainen's Tome of Foes 133


throw or become restrained by the webbing. Any its 5-foot cubes of darkness created by its shadow
creature that starts its turn within the web takes sword, each of which explodes in a burst of necrotic
15 (6d4) poison damage at the start of each of energy. Each creature except the drow within 5 feet
the drow's turns. A restrained creature can use of a dismissed 5-foot cube of darkness must make
an action to perform a DC 19 Strength (Athletics) a DC 13 Constitution saving throw, taking 10 (3d6)
or Dexterity (Acrobatics) check, ending the effect necrotic damage on a failed save, or half as much
on itself on a success. The webbing can also be as damage on a successful one. A creature can take
attacked and destroyed (AC 10; hp 5 per 5 foot this damage multiple times if each time it is struck
square; vulnerability to fire damage; immunity to from a different burst.
bludgeoning, poison, and psychic damage).

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.

Shadow Burst (1/Day)


Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Shadow Burst (1/Day). The drow can dismiss all of

134 Chapter 2. Mordenkainen's Tome of Foes


Dwarves, Duergar Legendary Actions
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
Duergar Despot The duergar gains 3 legendary actions, choosing
The duergar despot (CR 12) can have a maximum from the options below. Only one legendary action
of 5 talents. option can be used at a time and only at the end of
another creature's turn. The duergar regains spent
legendary actions at the start of its turn.
Battle Magic Charge. The duergar moves up to its speed.
Type: Trait.
Stomp (Costs 2 Actions). The duergar attacks with
Talent Cost: 2 (Counts as 2 Talents). its stomping foot.
Battle Magic. When the duergar uses its action to Iron Fist (Costs 3 Actions). The duergar attacks
cast a spell that has a casting time of 1 action, it can with its iron fist.
make one melee attack as a bonus action.

Bruiser Rocket Punch (Recharge 5-6)


Type: Trait. Type: Action.
Bruiser. A creature that takes damage from the The duergar can unleash its iron fist as a magically-
duergar's melee attack has disadvantage on its next propelled projectile.
attack roll until the end of its next turn.
Rocket Punch (Recharge 5-6). Melee or
Ranged Weapon Attack: +9 to hit, reach 5 ft. or
Duergar Immunity range 30/120 ft., one target. Hit: 23 (4d8 + 5)
bludgeoning damage. If the target is a Large or
Type: Trait.
smaller creature, it must make a successful DC 17
The duergar is immune to lllusions, paralysis, and Strength saving throw or be thrown up to 30 feet
poison. away in a straight line. The target lands prone and
then takes 10 (3d6) bludgeoning damage. The
rocket fist flies back and reattaches itself to the
Greater Psychic Engine duergar's arm at the end of its turn.
Type: Trait. When the duergar uses its Multiattack, it can use
Rocket Punch in place of one of its iron fist attacks.
When the duergar suffers a critical hit or is reduced
to 0 hit points, psychic energy erupts from its frame
to deal 21 (6d6) psychic damage to each creature
within 10 feet of it.. Rocket Jump (Recharge 5-6)
Type: Action.
Rocket Jump (Recharge 5-6). As a bonus action,
Haymaker the duergar can propel itself upward by using its
Type: Trait. rocket-propelled boot, gaining a fly speed of 40 feet
until the end of the turn.
If the duergar's melee attack roll against a target
Additionally, if the duergar flies at least 10 feet
succeeds by 5 or more, the target must make a
in a straight line right before attacking a creature
DC 17 Constitution saving throw or be knocked
with its iron fist, the duergar deals an extra 9 (2d8)
unconscious until the end of the duergar's next
bludgeoning damage. If the target is a Large or
turn.
smaller creature, it must make a successful DC 17
Strength saving throw or be thrown up to 30 feet
away in a straight line. The target lands prone and

Chapter 2. Mordenkainen's Tome of Foes 135


then takes 10 (3d6) bludgeoning damage. throw or be stunned until the end of the duergar's
next turn.

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.

Thick Armor Plating


Type: Trait. Mounted Charge
Type: Trait.
The hammerer is resistant to bludgeoning, piercing,
and slashing damage from nonmagical attacks that Mounted Charge. If the duergar, while mounted,
aren't adamantine. moves at least 10 feet straight toward a creature
and then hits it with a melee attack on the same
turn, the target takes an extra 3 (1d6) weapon
Trembling Slam (Recharge 5-6) damage and must succeed on a DC 12 Strength
Type: Action. saving throw or be knocked prone.
Trembling Slam (Recharge 5-6). The hammerer
pounds the ground with both of its limbs, triggering
a short earth tremor. All other creatures on the
Ride-by Attack
Type: Trait.
ground within 10 feet of the hammerer that are
Medium or smaller must succeed on a DC 13 Ride-by Attack. If the duergar hits a creature with
Strength saving throw or be knocked prone. a melee attack, the duergar and its mount doesn't
provoke opportunity attacks from that creature
when it moves out of its reach.
Staggering Blow
Type: Trait.
Staggering Blow. If the hammerer's hammer
Subterranean Stalker
Type: Trait.
attack roll against a target succeeds by 5 or more,
the target must make a DC 13 Constitution saving The duergar has advantage on Wisdom
136 Chapter 2. Mordenkainen's Tome of Foes
(Perception), Wisdom (Survival) checks, and
Dexterity (Stealth) checks while in natural
subterranean surroundings.

Duergar Mind Master


The duergar mind master (CR 2) can have 1 talent.

Duergar Immunity
Type: Trait.
The duergar is immune to lllusions, paralysis, and
poison.

Mass Mind Masterity (1/Day)


Type: Action.
Mass Mind Mastery (1/Day). The duergar targets
up to three creatures it can see within 60 feet of it.
Each target must succeed on a DC 12 Intelligence
saving throw, or the duergar causes it to use its
reaction either to make one weapon attack against
another creature the duergar can see or to move
up to 10 feet in a direction of the duergar’s choice.
Creatures that can’t be charmed are immune to this
effect.
Duergar Screamer
The duergar screamer (CR 3) can have a maximum
of 2 talents.

Mind Stab (3/Day)


Type: Trait. Extended Sonic Scream
Mind Stab (3/Day). When the duergar hits a Type: Trait.
creature with its mind-poison dagger, the duergar The range of the screamer's sonic scream is
can attempt to disrupt its mental faculties. The increased to a 20-foot cube.
target must succeed on a DC 12 Constitution saving
throw or be stunned until the end of the duergar's
next turn.
Magic Weapons
Type: Trait.
Subterranean Stalker Magic Weapons. The screamer's weapon attacks
Type: Trait. are magical.
The duergar has advantage on Wisdom
(Perception), Wisdom (Survival) checks, and
Dexterity (Stealth) checks while in natural
Siege Monster
Type: Trait.
subterranean surroundings.
Siege Monster. The hammerer deals double
Chapter 2. Mordenkainen's Tome of Foes 137
damage to objects and structures.

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.

138 Chapter 2. Mordenkainen's Tome of Foes


Duergar Warlord 5 feet of an ally of a duergar that has phalanx
formation and isn't incapacitated.
The duergar warlord (CR 6) can have a maximum
of 3 talents.

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.

Maneuver Allies (Recharge 5-6)


Type: Action.
Immolating Blow
Type: Trait.
Maneuver Allies (Recharge 5-6). Up to four allies
If the duergar's fire lance attack roll against a
within 60 feet of this duergar that can hear him
target succeeds by 5 or more or if the duergar had
can each use their reaction to move up to half their
advantage on its fire lance attack roll and hits, the
speed without provoking opportunity attacks.
target must make a DC 13 Dexterity saving throw
or it catches fire. Until someone takes an action
to douse the fire, the creature takes 3 (1d6) fire
Martial Advantage damage at the start of each of its turns.
Type: Trait.
Prerequisite: Phalanx Formation
Martial Advantage. Once per turn, the duergar Immolating Spray
can deal an extra 10 (3d6) damage to a creature it Type: Trait.
hits with a weapon attack if that creature is within A creature that fails its saving throw against the

Chapter 2. Mordenkainen's Tome of Foes 139


duergar's fire spray by 5 or more must make a DC Type: Reaction.
12 Dexterity saving throw or it catches fire. Until In response to being hit by an attack and the
someone takes an action to douse the fire, the eidolon can see the attacker, the eidolon shifts into
creature takes 7 (2d6) fire damage at the start of the Ethereal Plane and back, causing the attack to
each of its turns. attack to miss.

Subterranean Stalker Flyby


Type: Trait. Type: Trait.
The duergar has advantage on Wisdom The eidolon doesn't provoke an opportunity attack
(Perception), Wisdom (Survival) checks, and when it flies out of an enemy's reach.
Dexterity (Stealth) checks while in natural
subterranean surroundings.
Multiattack
Type: Action.
Prerequisite: Withering Touch
Talent Cost: 2 (Counts as 2 Talents).
Multiattack.The eidolon uses its Divine Dread and

Eidolon makes one attack with its Withering Touch.

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

142 Chapter 2. Mordenkainen's Tome of Foes


spellcasting ability is Charisma (spell save DC 16).
The eladrin can innately cast the following spells,
requiring no material components: Innate Spellcasting
At-will: hold person, suggestion Type: Trait.
3/day: beacon of good hope Innate Spellcasting. The eladrin’s innate
spellcasting ability is Charisma (spell save DC 16).
The eladrin can innately cast the following spells,
Innate Spellcasting II requiring no material components:
Type: Trait. At-will: heroism, invisibility
3/day: compulsion
Prerequisite: Innate Spellcasting
Innate Spellcasting. The eladrin’s innate
spellcasting ability is Charisma Innate Spellcasting II
(spell save DC 16). The Type: Trait.
eladrin can innately cast the
following spells, requiring Prerequisite: Innate Spellcasting
no material components: Innate Spellcasting. The eladrin’s innate
1/day each: heroes's feast, spellcasting ability is Charisma (spell save
hold monster DC 16). The eladrin can innately cast the
following spells, requiring no material
components:
Legendary Actions 1/day each: heroes's
Type: Action. feast, mass suggestion
Talent Cost: 4 (Counts as 4
Talents).
Instinctive
The eladrin gains 3 legendary
actions, choosing from the Charm (3/day)
options below. Only one Type: Reaction.
legendary action option can be Talent Cost: 2 (Counts as
used at a time and only at the end 2 Talents).
of another creature's turn.
Instinctive Charm (3/
The eladrin regains
Day). The eladrin tries to
spent legendary
magically divert an attack
actions at the start
made against it, provided
of its turn.
that the attacker is within 30
Move. The eladrin feet of it and visible to it. The eladrin must decide
moves up to half its speed to do so before the attack hits or misses.
without provoking opportunity attacks. The attacker must make a DC 16 Wisdom saving
Pacify. The eladrin casts calm emotions or sleep. throw. On a failed save, the attacker targets the
Attack (Costs 2 Actions). The eladrin makes a creature closest to it, other than eladrin or itself. If
longsword or longbow attack. multiple creatures are closest, the attacker chooses
which one to target.

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.

Chapter 2. Mordenkainen's Tome of Foes 143


The eladrin gains 3 legendary actions, choosing Innate Spellcasting 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 eladrin regains spent Prerequisite: Innate Spellcasting
legendary actions at the start of its turn. Innate Spellcasting. The eladrin’s innate
Move. The eladrin moves up to half its speed spellcasting ability is Charisma (spell save DC 16).
without provoking opportunity attacks. The eladrin can innately cast the following spells,
Captivate. The eladrin casts charm person or requiring no material components:
Tasha's hideous laughter. 1/day each: fireball, haste
Attack. The eladrin makes a longsword or longbow
attack.
Legendary Actions
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
Summer Eladrin The eladrin gains 3 legendary actions, choosing
The summer eladrin (CR 10) can have a maximum from the options below. Only one legendary action
of 4 talents. 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.
Innate Spellcasting Move. The eladrin moves up to half its speed
Type: Trait. without provoking opportunity attacks.
Attack. The eladrin makes a longsword or longbow
Innate Spellcasting. The eladrin’s innate
attack.
spellcasting ability is Charisma (spell save DC 16).
Wrathful Glare. The eladrin targets one frightened
The eladrin can innately cast the following spells,
creature it can see within 30 feet of it. The target
requiring no material components:
must make a DC 16 Wisdom saving throw. On a
At-will: bane, hunter's mark
failure, the target is paralyzed until the eladrin
3/day: hellish rebuke
deals damage to it, or until the end of the eladrin's
next turn.

Fiery Smite (3/Day)


Type: Trait.
Fiery Smite (3/Day). As a bonus action, when the
eladrin hits a creature with a weapon attack, it can
deal an extra 13 (3d8) fire damage and the target
gains disadvantage to being frightened until the
end of the eladrin's next turn.

144 Chapter 2. Mordenkainen's Tome of Foes


The eladrin can innately cast the following spells,
requiring no material components:
1/day each: enervation, sleet storm

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.

Freezing Smite (3/Day)


Type: Trait.
Freezing Smite (3/Day). As a bonus action, when
the eladrin hits a creature with a weapon attack, it
can deal an extra 13 (3d8) cold damage and if the
target isn't immune to cold, it must succeed on a
Winter Eladrin DC 16 Constitution saving throw. On a failed save,
The winter eladrin (CR 10) can have a maximum of the creature's speed its speed is halved, it can't
4 talents. take reactions, and it can take either an action or a
bonus action on its turn, not both. The effects last
until the start of the eladrin's next turn.
Innate Spellcasting
Type: Trait.
Innate Spellcasting. The eladrin’s innate
spellcasting ability is Charisma (spell save DC 16).
The eladrin can innately cast the following spells,
requiring no material components:
At-will: sanctuary, silence
3/day: Snilloc's snowball swarm

Innate Spellcasting II
Type: Trait.
Prerequisite: Innate Spellcasting
Innate Spellcasting. The eladrin’s innate
spellcasting ability is Charisma (spell save DC 16).

Chapter 2. Mordenkainen's Tome of Foes 145


Elder Elementals Magic Weapon Resistance II
Type: Trait.
All elder elementals can choose from the following
Prerequisite Magic Weapon Resistance I
talents:
The elder elemental is resistant to bludgeoning,
piercing, and slashing damage from +2 magical
Extra Legendary Action weapons or weaker.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Magic Weapon Resistance III
The elder elemental can take 1 extra legendary Type: Trait.
action before the start of her next turn. The elder
Prerequisite Magic Weapon Resistance I & II
elemental can retake this talent up one additional
time. The extra legendary action stacks. The elder elemental is resistant to bludgeoning,
piercing, and slashing damage from +3 magical
weapons or weaker.
Magic Immunity I
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Unstoppable
Type: Trait.
The elder elemental is immune to 1st level spells,
The elder elemental deals triple damage against
but not to cantrips.
objects and structures. In addition, the elder
elemental can move through the space of a Huge or
smaller hostile creature. All opportunity attacks
Magic Immunity II made against the elder elemental by the creatures
Type: Trait. whose spaces the elder elemental entered have
Prerequisite Magic Immunity I disadvantage.
The elder elemental is immune to spells of 2nd
level and below, but not to cantrips.

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

148 Chapter 2. Mordenkainen's Tome of Foes


ground, creating a massive explosion 60 feet in throw or be stunned until the end of the tempest's
diameter centered on the phoenix. This sprays rock next turn.
and fire in all directions and forms a crater the size
of the explosion. Each creature within 30 feet of
the target space must succeed on a DC 20 Strength Whirlwind (Recharges after a Short
saving throw, taking 28 (8d6) fire damage and 28
or Long Rest)
(8d6) bludgeoning damage and is knocked prone
Type: Action.
on a failed save, or half as much damage and is not
knocked prone on a successful one. Additionally, Talent Cost: 2 (Counts as 2 Talents).
the ground in that area becomes difficult terrain Whirlwind (Recharges after a Short of Long
and is engulfed in flames that last for ten minutes. rest). The tempest casts whirlwind. The spell
Any creature that starts its turn in the area while it lasts for 1 minute and the tempest doesn't need to
is still in flames takes 10 (3d6) fire damage. Each concentrate on maintaining the spell.
5-foot-square portion of the area requires at least
30 minutes to clear by hand.

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

Chapter 2. Mordenkainen's Tome of Foes 149


damage at the start of each of the zaratan's turns. A When the zaratan uses Multiattack, the zaratan
zaratan can have up to four Medium or smaller, two can use its Trembling Stomp in place of its stomp
Large creature, or one Large and two Medium or attack.
smaller creatures swallowed at a time.
If the zaratan takes 40 damage or more on a single
turn from the swallowed creature, the zaratan must
succeed on a DC 20 Constitution saving throw at
the end of that turn or regurgitate the creature,
which falls prone in a space within 10 feet of the
zaratan. If the zaratan dies, a swallowed creature is
no longer restrained by it and can escape from the
corpse by using 20 feet of movement, exiting prone.
Elemental Myrmi-
dons
Trembling Stomp
Type: Action.
The zaratan stomps the ground forcefully,
triggering a short earth tremor. All other creatures Air Myrmidon
on the ground within 30 feet of the zaratan that are The air elemental myrmidon (CR 7) can have a
smaller than the zaratan must succeed on a DC 25 maximum of 3 talents.
Strength saving throw or be knocked prone.

150 Chapter 2. Mordenkainen's Tome of Foes


Flyby strikes an object, such as a wall or floor, the target
Type: Trait. takes an extra 5 (1d6 + 2) bludgeoning damage.
If the target is thrown at another creature, that
The myrmidon doesn't provoke opportunity attacks
creature must succeed on a DC 13 Dexterity saving
when it flies out of an enemy's reach.
throw or take the same damage and be knocked
prone. If the saving throw is successful, the target
takes half the bludgeoning damage and isn't flung
Innate Spellcasting away or knocked prone.
Type: Trait.
Innate Spellcasting. The myrmidon’s Charisma
is increased to 14. The myrmidon's innate
spellcasting ability is Charisma (spell save DC 13).
The myrmidon can innately cast the following
spells, requiring no material components: Earth Myrmidon
At-will: thunderwave, zephyr strike The earth elemental myrmidon (CR 7) can have a
3/day: gust of wind maximum of 3 talents.

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

Chapter 2. Mordenkainen's Tome of Foes 151


Innate Spellcasting roll against a target succeeds by 5 or more,
Type: Trait. the target must make a DC 15 Constitution
Innate Spellcasting. The myrmidon’s Charisma saving throw or be stunned until the end of the
is increased to 14. The myrmidon's innate myrmidon's next turn.
spellcasting ability is Charisma (spell save DC 13).
The myrmidon can innately cast the following
spells, requiring no material components:
At-will: earth tremor, shield Fire Myrmidon
3/day: spike growth The fire elemental myrmidon (CR 7) can have a
maximum of 3 talents.

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

Spew Sand Innate Spellcasting II


Type: Action. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Prerequisite: Innate Spellcasting
Spew Sand (Recharge 5–6). The myrmidon Innate Spellcasting. The myrmidon’s Charisma
exhales sand in a 15-foot cube. Each creature in is increased to 16. The myrmidon’s innate
that area must make a DC 14 Dexterity saving spellcasting ability is Charisma (spell save DC 14).
throw or be blinded and deafened for 1 minute. A The myrmidon can innately cast the following
creature can take an action to rinse their eyes and spells, requiring no material components:
ears with water to regain their sight. Creatures 3/day: flaming sphere
that don't rely on their eyes or ears to sense their 1/day: fireball, fire shield
surroundings are immune to this effect.

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,

152 Chapter 2. Mordenkainen's Tome of Foes


the myrmidon deals an extra 11 (2d10) fire damage On a failed save, a creature takes 11 (2d10) fire
when it hits a target with its scimitar attack. If the damage, or half as much damage on a successful
target is a creature that is not immune to fire, it save.
must succeed on a DC 14 Dexterity saving throw. The wall of fire deals 5 (1d10) fire damage to
On a failed save, a creature catches fire, taking 5 each creature that ends its turn within 5 feet of it.
(1d10) fire damage at the end of each of its turns. A creature takes the same damage when it enters
An affected creature or another creature within 5 the wall for the first time on a turn or ends its turn
feet of it can take an action to extinguish the fire. there.

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.

Chapter 2. Mordenkainen's Tome of Foes 153


myrmidon hag takes 5 (1d10) cold damage. water in a 30-foot line that is 5 feet wide. Each
creature in that line must make a DC 14 Dexterity
saving throw. On a failure, a target takes 14 (4d6)
Freezing Smite (3/Day) bludgeoning damage and, if it is Medium or smaller,
Type: Trait. is pushed up to 20 feet away from the myrmidon
and knocked prone. On a success, a target takes half
Talent Cost: 2 (Counts as 2 Talents). the bludgeoning damage, but is neither pushed nor
Freezing Smite (Recharge 5-6). As a bonus knocked prone.
action, the myrmidon deals an extra 11 (2d10)
cold damage when it hits a target with its trident
attack. If the target is a creature that is not immune
to cold, it must succeed on a DC 15 Constitution
saving throw. On a failed save, a creature can't use
reactions, its speed is halved, and it can' t make
more than one attack on its turn. In addition, the
creature can use either an action or a bonus action
on its turn, but not both. These effects lasts until
Giff
the end of the myrmidon's next turn.
Giff
The giff (CR 3) can have a maximum of 2 talents.
Innate Spellcasting
Type: Trait.
Innate Spellcasting. The myrmidon’s Charisma Close Quarters Shooting
is increased to 14. The myrmidon's innate Type: Trait.
spellcasting ability is Charisma (spell save DC 13).
Close Quarters Shooting. Making a ranged attack
The myrmidon can innately cast the following
spells, requiring no material components:
At-will: ice knife, armor of Agathys
3/day: Snilloc's snowball swarm

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

Water Jet (Recharge 5-6)


Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Water Jet. The myrmidon magically shoots

154 Chapter 2. Mordenkainen's Tome of Foes


roll while within 5 feet of an enemy doesn’t impose Daze (3/day)
disadvantage on the giff's roll. In addition, if the Type: Trait.
giff hit a creature within 5 feet of it with a ranged As a bonus action, the githyanki chooses a creature
attack on its turn, that creature can’t take reactions within 5 feet of it. The target must succeed on an
until the end of this turn. DC 15 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.
Sharpshooter
Type: Trait.
Sharpshooter. The giff's ranged weapon attacks Ego Whip (Recharge 5-6)
ignore half cover and three-quarters cover Type: Action.
and attacking at long range doesn't impose Ego Whip (Recharges 5-6). One creature the
disadvantage on the giff's ranged weapon attack githyanki can see within 60 feet of it must make a
rolls. DC 15 Intelligence saving throw. On a failed save,
the creature takes 13 (3d8) psychic damage, and
it is filled with self-doubt, leaving it able to use
Skirmisher its action on its next turn only to take the Dodge,
Type: Reaction. Disengage, or Hide action. On a successful saving
Skirmisher. When an enemy the giff can see ends throw, the target takes half as much damage.
its turn within 5 feet of it, the giff can move up to
half his speed. This movement doesn’t provoke
opportunity attacks. Githyanki Willpower
Type: Trait.
The githyanki has advantage to all Intelligence,
Steady Aim Wisdom, and Charisma saving throws against being
Type: Trait. charmed and frightened.
Steady Aim (3/Day). As a bonus action, the giff
takes careful aim at a creature it can see within
range of its ranged weapon. Until the end of its Legendary Actions
turn, the giff deals an extra 10 damage with its Type: Action.
ranged weapon attacks against the target. Talent Cost: 4 (Counts as 4 Talents).
The githyanki 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 githyanki regains
spent legendary actions at the start of its turn.
Move. The githyanki moves up to half its speed
Githyanki without provoking opportunity attacks.
Cantrip. The githyanki casts a cantrip.
Longsword (Costs 2 Actions). The githyanki
attacks with its longsword.
Cast Spell (Costs 1-3 Actions). The githyanki uses
Githyanki Gish a spell slot to cast a 1st-, 2nd-, or 3rd-level spell
The githyanki gish (CR 10) can have a maximum of that it has prepared. Doing so costs 1 legendary
4 talents. action per level of the spell.

Chapter 2. Mordenkainen's Tome of Foes 155


Synaptic Strike (3/Day)
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Synaptic Strike (3/Day). As a bonus action, the
githyanki deals an extra 15 (3d8 + 2) psychic
damage when it hits a target with its longsword
attack. The target must succeed on a DC 15
Constitution saving throw or be stunned. A
stunned creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself
with a success.

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.

Githyanki Willpower Strength of the Mind (3/Day)


Type: Trait. Type: Trait.

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.

Maneuver Allies Terrifying Strikes


Type: Action.
Type: Trait.
Maneuver Allies (Recharge 5-6). Up to three allies
Terrifying Strike. As a bonus action, the githyanki
within 60 feet of the githyanki that can hear it can
deals an extra 4 (1d8) psychic damage when it
each use their reaction to move up to half their
hits a target with its longsword attack. The target
speed without provoking opportunity attacks.
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
Power Attack and is immune to your Terrifying Strike for 24
Type: Trait. hours.
Before the githyanki makes a greatsword 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. Undermine Ability (3/Day)
Type: Reaction.

Chapter 2. Mordenkainen's Tome of Foes 157


Undermine Ability (3/Day). When a creature the outcome is determined, it can roll a d8 and
the githyanki can see within 30 feet of it makes reduce the result of the creature's roll by the
an ability check, attack, or damage roll but before number rolled. If the creature fails in its ability
check or attack roll or deals no damage because of
this feature, it takes psychic damage equal to the
number rolled by the githyanki.

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.

Ego Whip (Recharge 5-6)


Type: Action.

158 Chapter 2. Mordenkainen's Tome of Foes


Ego Whip (Recharges 5-6). One creature the Power Attack
githyanki can see within 60 feet of it must make a Type: Trait.
DC 16 Intelligence saving throw. On a failed save,
Before the githyanki makes a greatsword attack, it
the creature takes 13 (3d8) psychic damage, and
can choose to take a -5 penalty to the attack roll. If
it is filled with self-doubt, leaving it able to use
the attack hits, it adds +10 to the attack's damage.
its action on its next turn only to take the Dodge,
Disengage, or Hide action. On a successful saving
throw, the target takes half as much damage.
Psychic Blast (Recharge 6)
Type: Action.
Extra Legendary Action Talent Cost: 2 (Counts as 2 Talents).
Type: Trait. Psychic Blast (Recharge 6). The githyanki
Talent Cost: 2 (Counts as 2 Talents). unleashes devastating psychic energy in a 60-foot
cone. Each creature in that area must make a DC 16
The githyanki can take 1 extra legendary action
Intelligence saving throw, taking 36 (8d8) psychic
before the start of its next turn. The githyanki can
damage on a failed save, or half as much damage on
retake this talent one additional time. The extra
a successful one.
legendary action stacks.

Githyanki Willpower Psychic Crush (1/Day)


Type: Action.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The githyanki has advantage to all Intelligence,
Wisdom, and Charisma saving throws against being Psychic Crush (1/Day). The githyanki creates a
charmed and frightened. 20-foot cube of psychic energy within 120 feet
of it. Each creature in that area must make a DC
16 Intelligence saving throw. On a failed save, the
Legendary Resistance (2/day) target takes 45 (10d8) psychic damage and is
Type: Trait. stunned until the end of the githyanki's next turn.
On a successful save, the target takes half as much
Talent Cost: 2 (Counts as 2 Talents). damage.
Legendary Resistance (2/Day). If the githyanki
fails a saving throw, it can choose to succeed
instead. Strength of the Mind (3/Day)
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Maneuver Allies
Type: Action. Strength of the Mind (3/Day). As a bonus action,
the githyanki can telekinetically lash out at a
Maneuver Allies (Recharge 5-6). Up to three allies creature it can see within 20 feet. The target must
within 60 feet of the githyanki that can hear it can succeed on a DC 16 Strength saving throw. On
each use their reaction to move up to half their a failed save, the target takes 13 (3d6 + 3) force
speed without provoking opportunity attacks. damage and is telekinetically moved 15 feet directly
toward the githyanki or away from the githyanki
(githyanki's choice). On a successful save, it takes
Magic Weapons half as much damage and isn’t moved.
Type: Trait.
Magic Weapons. The githyanki's weapon attacks
are magical.

Chapter 2. Mordenkainen's Tome of Foes 159


Terrifying Strikes
Type: Trait.
Githzerai
Terrifying Strike. As a bonus action, the githyanki
deals an extra 9 (2d8) psychic damage when it Githzerai Anarch
hits a target with its longsword attack. The target The githzerai anarch (CR 16) can have a maximum
must succeed on a DC 16 Wisdom saving throw or of 6 talents.
become frightened until the end of your next turn.
On a successful save, the creature isn’t frightened
and is immune to your Terrifying Strike for 24 Augmented Defenses
hours. Type: Reaction.
Augmented Defenses. When the githzerai or
a creature it can see within 30 feet of it takes
Undermine Ability (3/Day) damage, it can roll a d12 and reduce the amount of
Type: Reaction.
damage taken by the number rolled.
Undermine Ability (3/Day). When a creature
the githyanki can see within 30 feet of it makes
an ability check, attack, or damage roll but before Battle Magic
the outcome is determined, it can roll a d8 and Type: Trait.
reduce the result of the creature's roll by the
number rolled. If the creature fails in its ability Talent Cost: 2 (Counts as 2 Talents).
check or attack roll or deals no damage because of Battle Magic. When the githzerai uses its action to
this feature, it takes psychic damage equal to the cast a spell that has a casting time of 1 action, it can
number rolled by the githyanki. make one unarmered strike as a bonus action.

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.

Extra Legendary Action


Type: Trait.
160 Chapter 2. Mordenkainen's Tome of Foes
Talent Cost: 2 (Counts as 2 Talents). githzerai deals an extra 18 (3d8 + 5) psychic
damage when it hits a target with its unarmed
The githzerai can take 1 extra legendary action
strike. The target must succeed on a DC 18
before the start of her next turn. The githyanki can
Constitution saving throw or be stunned. A
retake this talent up one additional time. The extra
stunned creature can repeat the saving throw at the
legendary action stacks.
end of each of its turns, ending the effect on itself
with a success.
Iron Mind (3/day)
Type: Reaction.
Trace Chance (Recharge 5-6)
Iron Mind. When the githzerai takes damage, it can Type: Trait.
gains resistance to that type of damage until the
end of the turn. Trace Chance (Recharge 5-6). As a bonus action,
the githzerai chooses a target it can see within 30
feet of it. The githzerai gains advantage on the next
melee attack roll it makes against the target and if
Legendary Resistance (2/day) it hits, it is a critical hit.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Legendary Resistance (2/Day). If the githzerai
fails a saving throw, it can choose to succeed
instead. Githzerai Enlightened
The githzerai enlightened (CR 10) can have a
maximum of 4 talents.
Magic Weapons
Type: Trait.
Magic Weapons. The githzerai's weapon attacks Augmented Defenses
are magical. Type: Reaction.
Augmented Defenses. When the githzerai or
a creature it can see within 30 feet of it takes
Mind Storm damage, it can roll a d10 and reduce the amount of
Type: Action. damage taken by the number rolled.
Talent Cost: 2 (Counts as 2 Talents).
Mind Storm (1/Day). The githzerai chooses a point
it can see within 60 feet of it. Each creature in a
Battle Magic
Type: Trait.
20-foot-radius sphere centered on that point must
make a DC 15 Wisdom saving throw. On a failed Talent Cost: 2 (Counts as 2 Talents).
save, the target takes 36 (8d8) psychic damage and Battle Magic. When the githzerai uses its action to
suffers disadvantage on all saving throws until the cast a spell that has a casting time of 1 action, it can
end of the githzerai's next turn. On a successful
make one unarmered strike as a bonus action.
save, a creature takes half as much damage.

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.

Chapter 2. Mordenkainen's Tome of Foes 161


Legendary Actions
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
The githzerai 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 githzerai regains spent
legendary actions at the start of its turn.
Move. The githzerai moves up to half its speed
without provoking opportunity attacks.
Strike (Costs 2 Actions). The githzerai makes one
unarmed strike.
Cast Spell (Costs 3 Actions). The githzerai casts a
spell.

Iron Mind (3/day)


Type: Reaction.
Iron Mind. When the githzerai takes damage, it
gains resistance to that type of damage until the
end of the turn.

Synaptic Strike (4/Day)


Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Synaptic Strike (4/Day). As a bonus action, the
githzerai deals an extra 17 (3d8 + 4) psychic
damage when it hits a target with its unarmed
strike. The target must succeed on a DC 16
Constitution saving throw or be stunned. A Gray Render
stunned creature can repeat the saving throw at the The gray render (CR 12) can have a maximum of 5
end of each of its turns, ending the effect on itself talents.
with a success.

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.

Grabbing Claws Legendary Actions


Type: Action.
Type: Trait.
Talent Cost: 4 (Counts as 4 Talents).
Grabbing Claws. A Large or smaller creature
that is hit by the gray render's claws is grappled The gray render gains 3 legendary actions,
(escape DC 14). Until this grapple ends, the target choosing from the options below. Only one
is restrained and the gray render can automatically legendary action option can be used at a time and
hit the target with its claws but can't attack other only at the end of another creature's turn. The gray
targets with one of its claws. render regains spent legendary actions at the start
of its turn.
Move. The gray render moves up to half its speed.
Harrowing Roar (Recharge 6) Claws (Costs 2 Actions). The gray render attacks
Type: Trait. with its claws.
Bite (Costs 3 Actions). The gray render attacks
Talent Cost: 2 (Counts as 2 Talents).
with its bite.
Harrowing Roar (Recharge 6). The gray render
emits a loud, bloodcurdling roar. Each creature,
other than its master, within 60 feet of the gray Ravaging Assault
render that can hear the gray render must succeed Type: Trait.
on a DC 20 Wisdom saving throw or be frightened
and deafened for 1 minute. While frightened, the Talent Cost: 2 (Counts as 2 Talents).
creature can't use reactions, its speed is halved, and Ravaging Assault. A creature that is hit by the gray
it can't make more than one attack on its turn. In render's bite and two claw attacks in the same turn
addition, the creature can use either an action or a must succeed on a DC 16 Constitution saving throw
bonus action on its turn, but not both. The creature or be stunned for 1 minute. A stunned creature
can repeat the saving throw at the end of each of its can repeat the saving throw at the end of each of its
turns, ending the effects on itself with a successful turns, ending the effect on itself on a success.
save. A target that successfully saves is immune to
the Harrowing Roar of all gray renders for the next
24 hours.

Iron Hide Howler


Type: Trait. The howler (CR 8) can have a maximum of 3
talents.
Talent Cost: 2 (Counts as 2 Talents).
The gray render is resistant to bludgeoning,
piercing, and slashing damage from nonmagical Keen Smell
weapons that aren't adamantine. Type: Trait.
Keen Smell. The howler has advantage on Wisdom
(Perception) checks that rely on smell.

Chapter 2. Mordenkainen's Tome of Foes 163


same turn, that target must succeed on a DC 14
Strength saving throw or be knocked prone. If the
Magic Resistance target is prone, the howler can make one raking
Type: Trait. claws attack against it as a bonus action.
Magic Resistance. The howler has advantage on Raking Claws. Melee Weapon Attack: +6 to hit,
saving throws against spells and other magical reach 5 ft., one prone target. Hit: 8 (2d4 + 3)
effects. slashing damage.

Poisonous Quills Quill Spray (3/Day)


Type: Trait. Type: Action.
Poisonous Quills. A creature that touches the Prerequisite: Poisonous Quills
howler or hits it with a melee attack while within
5 feet of it gets pricked by a quill and takes 4 (1d8) Quill Spray (3/Day). The howler sprays poisonous
piercing damage and must succeed on a DC 13 quills in a 15-foot cube. Each creature in that area
Constitution saving throw or become poisoned must succeed on a DC 13 Constitution saving throw.
until a creature takes an action to remove the quill. On a failed saving throw, a target takes 7 (1d8 +
3) piercing damage and becomes poisoned until a
creature takes an action to remove the quill. On a
succcess, a creature takes half as much damage and
Pounce
isn't poisoned.
Type: Trait.
If the howler moves at least 10 feet straight toward
a creature and then hits it with a bite attack on the

164 Chapter 2. Mordenkainen's Tome of Foes


Stench The kruthik hive lord (CR 5) can have a maximum
Type: Trait. of 2 talents.
Stench. Any creature that starts its turn within
5 feet of the howler must succeed on a DC 13
Constitution saving throw or become poisoned For The Swarm
until the start of the creature's next turn. If a Type: Trait.
creature's saving throw is successful, the creature Talent Cost: 2 (Counts as 2 Talents).
is immune to the howler's Stench for the next 24
For the Swarm. As a bonus action, the kruthik
hours.
targets one allied young or adult kruthik it can see
within 30 feet of it. If the target can see or hear the
kruthik, the target can use its reaction to move up
to half its speed and make one melee attack with
advantage on the roll. All attacks against the target
Kruthiks have advantage until the start of the kruthik's next
turn.
A young (CR 1/8) and adult kruthik (CR 2) can
have a maximum of 1 talent each. All kruthiks can
choose from the following talents:
Improved Multiattack
Type: Trait.
Hardened Skin When the kruthik hits a creature with two stab
Type: Trait. attacks on the same turn, the kruthik can take a
bonus action to make one madibles attack.
The kruthik is resistant to piercing and slashing
damage from nonmagical weapons that aren't Mandibles. Melee Weapon Attack: +7 to hit, reach 5
adamantine. ft., one target. Hit: 9 (2d4 + 4) slashing damage.

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).

Chapter 2. Mordenkainen's Tome of Foes 165


Axiomatic Smite (3/Day). As a bonus action, when Innate Spellcasting
marut hits a chaotic creature with a melee attack, it Type: Trait.
can deal an extra 20 radiant damage and the target
must succeed on a DC 20 Constitution saving throw Innate Spellcasting. The innate marut’s
or be stunned until the end of the marut’s next spellcasting ability is Intelligence (spell save DC
turn. 20). the marut can innately cast the following
spells, requiring no material components:
At-will: misty step, suggestion
3/day: fear, enervation
Axiomatic Weapons
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Innate Spellcasting II
Axiomatic Weapons. The marut deals an extra 10 Type: Trait.
force damage against chaotic creatures. Prerequisite Innate Spellcasting
Innate Spellcasting. The innate marut’s
spellcasting ability is Intelligence (spell save DC
Flyby 20). the marut can innately cast the following
Type: Trait.
spells, requiring no material components:
Flyby. The marut doesn't provoke opportunity 3/day: hold monster, locate creature
attacks when it flies out of an enemy's reach. 1/day each: divine word, geas

166 Chapter 2. Mordenkainen's Tome of Foes


Innate Spellcasting III The marut is immune to spells of 3rd level and
Type: Trait. below, but not to cantrips.
Prerequisite Innate Spellcasting , Innate
Spellcasting II
Magic Weapon Resistance I
Innate Spellcasting. the marut’s spellcasting
Type: Trait.
ability is Intelligence (spell save DC 20). the marut
can innately cast the following spells, requiring no Talent Cost: 2 (Counts as 2 Talents).
material components: The marut is resistant to bludgeoning, piercing,
3/day: banish, zone of truth and slashing damage from +1 magical weapons or
1/day each: destructive wave, symbol (stunning) weaker.

Legendary Actions Magic Weapon Resistance II


Type: Action. Type: Trait.
Talent Cost: 4 (Counts as 4 Talents). Prerequisite Magic Weapon Resistance I
The marut gains 3 legendary actions, choosing The marut is resistant to bludgeoning, piercing,
from the options below. Only one legendary action and slashing damage from +2 magical weapons or
option can be used at a time and only at the end of weaker.
another creature's turn. The marut regains spent
legendary actions at the start of its turn.
Teleport. The marut magically teleports, along Magic Weapon Resistance III
with any equipment it is wearing and carrying, to Type: Trait.
an unoccupied space it can see within 30 feet of it.
Slam (Costs 2 Actions). The marut makes one Prerequisite Magic Weapon Resistance I & II
unerring slam attack. The marut is resistant to bludgeoning, piercing,
Justify (Costs 3 Actions). The marut uses Justify. and slashing damage from +3 magical weapons or
weaker.

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.

Magic Immunity III


Type: Trait.
Prerequisite Magic Immunity I, Magic Immunity II

Chapter 2. Mordenkainen's Tome of Foes 167


Meazel Cunning Action
Type: Trait.
The meazel (CR 1) can have a maximum of 1 talent.
Cunning Action. The meazel can take the Dash,
Disengage, or Hide action as a bonus action on each
Assassinate of its turns.
Type: Trait.
Assassinate. During its first turn, the meazel has
advantage on attack rolls against any creature Evasion
that hasn't taken a turn. Any hit the meazel scores Type: Trait.
against a surprised creature is a critical hit. Evasion. If the meazel is subjected to an effect
that allows it to make a Dexterity saving throw to
take only half damage, the meazel instead takes no
Combat Advantage damage if it succeeds on the saving throw, and only
Type: Trait. half damage if it fails.
Once during its turn when the meazel hits a target
with a weapon attack and has advantage on the
attack roll, it deals an extra 7 (2d6) damage.

Nagpa
The nagpa (CR 17) can have a maximum of 6
talents.

Alter Energy Type (1/Turn)


Type: Trait.
Alter Energy Type (1/Turn). When the nagpa
casts a spell with a spell slot and the spell deals
acid, cold, fire, force, lightning, necrotic, radiant,
or thunder damage, it can substitute that damage
with one other type from that list.

Alter Saving Throw (3/Day)


Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Alter Saving Throw (3/Day). When the nagpa
casts a spell with a spell slot and the spell requires
a saving throw, it can change the saving throw from
one ability score to another of its choice.

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

Magic Weapon Resistance I


Innate Spellcasting II Type: Trait.
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
Prerequisite Innate Spellcasting The nightwalker is resistant to bludgeoning,
Innate Spellcasting. The nightwalker’s Charisma piercing, and slashing damage from +1 magical
is increased to 16. Its innate spellcasting ability weapons or weaker.
is Charisma (spell save DC 17). The nightwalker
can innately cast the following spells, requiring no
material components: Rotting Presence
3/day each: telekinesis, teleport Type: Trait.
1/day each: power word kill, symbol (death) Any creature that takes necrotic damage from
the nightwalker's Annihilating Aura has all of its
carried food and liquid consumables (i.e. food
Magic Immunity I rations, water, potions, etc.) become spoiled, rotten,
Type: Trait. and rendered unusable.
Talent Cost: 2 (Counts as 2 Talents).
The nightwalker is immune to 1st level spells, but
not to cantrips.
Sickening Gloom (Recharge 6)
Type: Action.
Talent Cost: 3 (Counts as 3 Talents).

170 Chapter 2. Mordenkainen's Tome of Foes


Sickening Gloom (Recharge 6). Tendrils of
negative energy surge from the nightwalker and
Oblex
strike those around it. Each creature within 30
feet of it must succeed on a DC 21 Constitution
saving throw. On a failed save, the target takes 22
(5d8) necrotic damage and have its Strength score
Oblex Spawn
The oblex spawn (CR 1/4) can have a maximum of
reduced by 1d6. The target dies if this reduces 1 talent.
its Strength to 0. Otherwise, the reduction lasts
until the target finishes a short or long rest. On
a successful save, a creature takes half as much False Appearance
damage.
Type: Trait.
False Appearance. While the ooze remains
Sunder Armor motionless, it is indistinguishable from an oily pool
Type: Trait. or wet rock.

Talent Cost: 2 (Counts as 2 Talents).


Sunder Armor. The nightwalker points at one Spider Climb
creature it can see within 15 feet of it. The armor or Type: Trait.
shield (nightwalker's choice) of the target takes a
Spider Climb. The oblex can climb difficult
permanent and cumulative -1 penalty. If its Armor
surfaces, including upside down on ceilings,
Class drops to 0, the armor or shield is destroyed.
without needing to make an ability check.
If the armor or shield is magical, the wearer must
succeed on a DC 21 Wisdom saving throw. On a
failed save, Armor Class (AC) of the armor or shield
(determined randomly) takes a permanent and
cumulative -1 penalty. If its Armor Class drops to 0,
the armor or shield is destroyed.
When the nightwalker uses Multiattack, it can use
Sunder Armor in place of its Enervating Focus.

Widened Annihilating Aura


Type: Trait.
The range of the nightwalker's annihilating aura is
increased to 40 feet.

Chapter 2. Mordenkainen's Tome of Foes 171


Adult Oblex Elder Oblex
The adult oblex (CR 5) can have a maximum of 2 The elder oblex (CR 10) can have a maximum of 4
talents. talents.

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.

Disconcerting Pseudopod Battle Magic


Type: Trait. Type: Trait.
Disconcerting Pseudopod. A creature that takes Talent Cost: 2 (Counts as 2 Talents).
psychic damage from an oblex's pseudopod attack Battle Magic. When the oblex uses its action to
gains disadvantage to Wisdom saving throws until cast a spell, it can make one pseudopod attack as a
the end of the Oblex's next turn. bonus action.

Extended Pseudopod Disconcerting Pseudopod


Type: Trait. Type: Trait.
The oblex's pseudopod attack has a reach of 10 ft. Disconcerting Pseudopod. A creature that takes
psychic damage from an oblex's pseudopod attack
gains disadvantage to Wisdom saving throws until
Spider Climb the end of the Oblex's next turn.
Type: Trait.
Spider Climb. The oblex can climb difficult
surfaces, including upside down on ceilings, Extended Pseudopod
without needing to make an ability check. Type: Trait.
The oblex's pseudopod attack has a reach of 15 ft.
Stunning Pseudopod
Type: Trait. Psychic Reprisal
Stunning Pseudopod. If the oblex's pseudopod Type: Reaction.
attack roll against a target succeeds by 5 or Talent Cost: 2 (Counts as 2 Talents).
more, the target must make a DC 15 Constitution
saving throw or be stunned until the end of the Psychic Reprisal. In response to taking damage
pseudopod's next turn. from a creature within 5 feet of it, the oblex makes
a pseudopod attack against the creature.

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.

Widened Chain Sweep


174 Chapter 2. Mordenkainen's Tome of Foes
Retriever
The retriever (CR 14) can have a maximum of 5
talents.

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.

Chapter 2. Mordenkainen's Tome of Foes 175


Subterranean Stalker Aura of Frost
Type: Trait. Type: Trait.
The retriever has advantage on Wisdom Any creature that starts its turn within 10 feet of
(Perception), Wisdom (Survival) checks, and the salamander takes 5 (1d10) cold damage.
Dexterity (Stealth) checks while in natural
subterranean surroundings.
Ice Camouflage
Type: Trait.
Ice Camouflage. The salamander has advantage
on Dexterity (Stealth) checks made to hide in icy
terrain.

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.

176 Chapter 2. Mordenkainen's Tome of Foes


Ravaging Assault Guardian Strike
Type: Trait. Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents). Guardian Strike: If an enemy within 5 feet of the
Ravaging Assault. A creature that is hit by the gloom weaver attacks a target other than the gloom
salamander's bite and at least two claw attacks weaver, that enemy provokes an opportunity attack
in the same turn must succeed on a DC 17 from the gloom weaver.
Constitution 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 Hungry Darkness (Recharge 5-6)
effect on itself on a success. Type: Action.
Talent Cost: 2 (Counts as 2 Talents).

Tail Slap The gloom weaver creates a magical darkness


Type: Reaction. identical to the darkness spell, except the gloom
weaver can see through it. This effect lasts for 1
Talent Cost: 2 (Counts as 2 Talents). minute. Any creature that starts its turn within this
When a creature moves within 15 feet of the frost area of darkness takes 5 (1d10) necrotic damage.
salamander, the frost salamander can choose to When a creature moves into or within the area, it
attack it with its tail. takes 5 (1d10) necrotic damage for every 5 feet it
travels. The gloom weaver is immune to the hungry
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., darkness's damage.
one target. Hit: 18 (3d8 + 5) bludgeoning damage
plus 5 (1d10) cold damage.
Legendary Actions
Type: Action.
Tail Sweep (Recharge 5-6)
Type: Action. Talent Cost: 4 (Counts as 4 Talents).
Talent Cost: 2 (Counts as 2 Talents). The gloom weaver gains 3 legendary actions,
choosing from the options below. Only one
The salamander attempts to knock multiple legendary action option can be used at a time and
targets prone with one swing of its tail in a 15-foot only at the end of another creature's turn. The
cube. Each creature within the area must make a gloom weaver regains spent legendary actions at
DC 17 Strength saving throw, taking 18 (3d8 + 5) the start of its turn.
bludgeoning damage and 5 (1d10) cold damage
and is pushed up to 10 feet away and knocked Move. The gloom weaver moves up to half its speed
prone on a failed save, or half as much damage and without provoking opportunity attacks.
isn't pushed or knocked prone on a successful one. Darkness. The gloom weaver casts darkness.
Spear (Costs 2 Actions). The gloom weaver
attacks with its shadow spear.

Magic Resistance
Type: Trait.

Shadar-kai Magic Resistance. The gloom weaver has


advantage on saving throws against spells and
other magical effects.

Gloom Weaver Shadow Jump


The gloom weaver (CR 9) can have a maximum of 4 Type: Trait.
talents.
Chapter 2. Mordenkainen's Tome of Foes 177
Shadow Jump. As a bonus action, the gloom weaver until the end of the gloom weaver's next turn.
can teleport up to 30 feet to an unoccupied space
it can see. Both the space it teleports from and
the space it teleports to must be in dim light or Shadow Stealth
darkness. The gloom weaver can use this ability Type: Trait.
between the weapon attacks of another action it
Shadow Stealth. While in dim light or darkness, the
takes.
gloom weaver can take the Hide action as a bonus
action.
Magic Weapons
Type: Trait.
Magic Weapons. The gloom weaver's weapon
attacks are magical.
Shadow Dancer
The gloom weaver (CR 7) can have a maximum of 3
Shade Strike talents.
Type: Trait.
Shade Strike (1/Turn). While in dim light or Extended Spiked Chain
darkness, when the gloom weaver hits a target with
Type: Trait.
a weapon attack, the gloom weaver can use a bonus
action to magically deal an extra 26 (4d12) necrotic The shadow dancer's spiked chain attack has a
damage to the target. In addition, the target must reach of 15 ft.
make a DC 16 Wisdom saving throw or be blinded

178 Chapter 2. Mordenkainen's Tome of Foes


Guardian Strike Shadow Stealth. While in dim light or darkness, the
Type: Reaction. shadow dancer can take the Hide action as a bonus
action.
Guardian Strike: If an enemy within 5 feet of
the shadow dancer attacks a target other than
the shadow dancer, that enemy provokes an
opportunity attack from the shadow dancer.
Soul Monger
The soul monger (CR 11) can have a maximum of 4
Innate Spellcasting talents.
Type: Trait.
Innate Spellcasting. The shadow dancer’s innate
spellcasting ability is Charisma (spell save DC 12).
Battle Magic
Type: Trait.
It can innately cast the following spells, requiring
no material components: Talent Cost: 2 (Counts as 2 Talents).
At-will: darkness, silence Battle Magic. When the soul monger uses its action
3/day: dispel magic to cast a spell, it can make one melee weapon
1/day: enervation attack as a bonus action.

Magic Resistance Hungry Darkness (Recharge 5-6)


Type: Trait. Type: Action.
Magic Resistance. The shadow dancer has Talent Cost: 2 (Counts as 2 Talents).
advantage on saving throws against spells and
other magical effects. The soul monger creates a magical darkness
identical to the darkness spell, except the soul
monger can see through it. This effect lasts for 1
Magic Weapons minute. Any creature that starts its turn within this
Type: Trait. area of darkness takes 5 (1d10) necrotic damage.
When a creature moves into or within the area, it
Magic Weapons. The shadow dancer's weapon takes 5 (1d10) necrotic damage for every 5 feet it
attacks are magical. travels. The soul monger is immune to the damage
of hungry darkness.

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

Chapter 2. Mordenkainen's Tome of Foes 179


attacks with its shadow spear. Skulk
The skulk (CR 1/2) can have a maximum of 1 talent.

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.

180 Chapter 2. Mordenkainen's Tome of Foes


Command Undead
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
The skull lord takes a bonus action to target an
allied undead creature with CR 5 or less it can
see within 60 feet and telepathically gives it a
command. The target uses its reaction to move up
to its speed and make one melee or ranged attack.

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)

Extra Legendary Action


Type: Trait. Improved Consume Undead
Talent Cost: 2 (Counts as 2 Talents). Type: Action.
Prerequisite: Legendary Actions. Prerequisite: Consume Undead.
The skull lord can take 1 additional legendary As Consume Undead, but the skull lord can also
action before the start of its next turn. The skull choose from the following effects:
lord can retake this talent up one additional time.
• The next spell it casts until the end of its turn as if
The additional legendary action stacks.
one level higher per CR of the target (max 4 levels)
• Gain advantage to its next attack roll until the end
of its turn if the CR of the undead consumed is 4 or
Improved Summon Undead higher
Type: Legendary Action. • Impose disadvantage to a target of a spell it casts
Summon Undead. Up to five ghouls, spectres, until the end of its turn if the CR of the undead
shadows, skeletons, and zombies appear in consumed is 5
unoccupied spaces within 30 feet of the skull lord
and remain until destroyed. Undead summoned in
this way roll initiative and act in the next available Magic Resistance
turn. The skull lord can have up to five undead Type: Trait.
summoned by this ability at a time.
Magic Resistance. The skull lord has advantage
on saving throws against spells and other magical
effects.
Chapter 2. Mordenkainen's Tome of Foes 181
Magic Weapons Aura of Wrath
Type: Trait. Type: Trait.
Magic Weapons. The skull lord's weapon attacks Talent Cost: 2 (Counts as 2 Talents).
are magical. Aura of Wrath. Any creature, other than
sorrowsworn, that starts its turn within 10 feet
of the Angry must make a DC 17 Wisdom saving
Teleport throw. On a failed save, the target moves up to half
Type: Legendary Action. its speed toward the nearest creature it can see
The skull lord magically teleports, along with any and make one melee weapon attack against it with
equipment it is wearing or carrying, up to 40 feet to advantage on the roll. All attacks against the target
an unoccupied space it can see. have advantage until the start of the target's next
turn. A creature that successfully saves is immune
to the Angry's Aura of Wrath for the next 24 hours.
Three-Headed Battle Caster
Type: Trait.
Extended Hook
Talent Cost: 3 (Counts as 3 Talents). Type: Trait.
Three-Headed Battle Caster. When the skull lord The reach of the Angry's hook attack is increased to
uses Multiattack, the skull lord can cast a spell 10 feet.
in place of one of its melee weapon attacks. In
addition, it can maintain concentration on up to
three spells. If the skull lord casts a fourth spell that
Legendary Actions
requires concentration while already maintaining
Type: Action.
concentraion on three other spells, one of the three
previous spells ends (skull lord's choice). If the Talent Cost: 4 (Counts as 4 Talents).
skull lord is required to make a Constitution saving The Angry gains 3 legendary actions, choosing
throw to maintain concentration, it must make a from the options below. Only one legendary action
separate saving throw for each spell. option can be used at a time and only at the end of
another creature's turn. The Angry regains spent
legendary actions at the start of its turn.
Charge. The Angry moves up to its speed.
Detect. The Angry makes a Wisdom (Perception)
check.
Sorrowsworn Hook (Costs 2 Actions). The Angry attacks with its
hook.

The Angry Magic Resistance


Type: Trait.
The Angry (CR 13) can have a maximum of 5
talents. Magic Resistance. The Angry has advantage on
saving throws against spells and other magical
effects.
Aggressive
Type: Trait.
Aggressive. As a bonus action, the Angry can move
Magic Weapons
Type: Trait.
up to its speed toward a hostile creature that it can
see. Magic Weapons. The Angry's weapon attacks are

182 Chapter 2. Mordenkainen's Tome of Foes


magical. Talent Cost: 2 (Counts as 2 Talents).
Wrathful Scream (Recharge 5-6). The Angry emits
a loud, bloodcurdling scream. Each creature, other
Rend than sorrowsworn, within 60 feet of the Angry
Type: Trait. that can hear the Angry must succeed on a DC 17
If a creature is hit by both of the Angry's hook Wisdom saving throw, taking 19 (3d12) psychic
attacks in the same turn, it takes an extra 13 (2d12) damage and be frightened for 1 minute on a failed
slashing damage. save, or half as much damage and isn't frightened
on a successful one. The creature can repeat the
saving throw at the end of each of its turns, ending
Retaliation the effects on itself with a successful save. A target
Type: Reaction. that successfully saves is immune to the Wrathful
Scream of all Angry for the next 24 hours.
Talent Cost: 2 (Counts as 2 Talents).
Retaliation. In response to taking damage from
a creature within 5 feet of the Angry, the Angry
makes a hook attack against the creature.
The Hungry
The Hungry (CR 11) can have a maximum of 4
Shadow Jump
talents.
Type: Trait.
Shadow Jump. As a bonus action, the Angry can
teleport up to 30 feet to an unoccupied space it can Aggressive
see. Both the space it teleports from and the space Type: Trait.
it teleports to must be in dim light or darkness.
The Angry can use this ability between the weapon Aggressive. As a bonus action, the Hungry can
attacks of another action it takes. move up to its speed toward a hostile creature that
it can see.

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.

Wrathful Scream (Recharge 5-6)


Type: Trait.

Chapter 2. Mordenkainen's Tome of Foes 183


Aura of Hunger Magic Weapons
Type: Trait. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Magic Weapons. The Hungry's weapon attacks are
magical.
Aura of Hunger. Any creature that starts its turn
within 10 feet of the Hungry must make a DC
15 Wisdom saving throw. On a failed save, the
Shadow Jump
creature gains 1 level of exhaustion. A creature
Type: Trait.
can reduce its exhaustion level by 1 if it spends its
turn eating something edible to it. A creature that Shadow Jump. As a bonus action, the Hungry can
successfully saves is immune to the Hungry's Aura teleport up to 30 feet to an unoccupied space it can
of Hunger for the next 24 hours. see. Both the space it teleports from and the space
it teleports to must be in dim light or darkness. The
Hungry can use this ability between the weapon
Legendary Actions attacks of another action it takes.
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
Shadow Stealth
The Hungry gains 3 legendary actions, choosing
Type: Trait.
from the options below. Only one legendary action
option can be used at a time and only at the end of Shadow Stealth. While in dim light or darkness, the
another creature's turn. The Hungry regains spent Hungry can take the Hide action as a bonus action.
legendary actions at the start of its turn.
Charge. The Hungry moves up to its speed.
Detect. The Hungry makes a Wisdom (Perception)
check.
Claws (Costs 2 Actions). The Hungry attacks with
its claws.
The Lonely
The Lonely (CR 9) can have a maximum of 4 talents.

Lifeleech Fade into Shadow (1/day)


Type: Reaction.
Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
When in dim light or darkness and a creature the
Lifeleech. When a creature within 30 feet of the Lonely can see attacks the Lonely, the Lonely can
Hungry is targeted by a spell that allows the take the Hide action.
creature to regain hit points, it instead targets the
Hungry. If the Hungry regains hit points as a result
of this, it gains three benefits until the end of its Improved Psychic Leech
next turn: it has advantage on attack rolls and Type: Trait.
saving throws, and its bite deals an extra 22 (4d10)
necrotic damage on a hit. Talent Cost: 2 (Counts as 2 Talents).
Aura of Loneliness. Any creature, other than
sorrowsworn, that takes damage from its Psychic
Magic Resistance Leech also becomes frightened. A frightened
Type: Trait. creature that is within 30 feet of at least two
Magic Resistance. The Hungry has advantage on nonhostile creatures can make DC 15 Wisdom
saving throws against spells and other magical saving throw at the end of each of its turns, ending
effects. the effect on itself with a success. A creature that
successfully saves is immune to being frightened

184 Chapter 2. Mordenkainen's Tome of Foes


from the Lonely's Psychic Leech for the next 24 attacks of another action it takes.
hours.

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 Jump Magic Resistance


Type: Trait. Type: Trait.
Shadow Jump. As a bonus action, the Lonely can Magic Resistance. The Lost has advantage on
teleport up to 30 feet to an unoccupied space it can saving throws against spells and other magical
see. Both the space it teleports from and the space effects.
it teleports to must be in dim light or darkness.
The Lonely can use this ability between the weapon

Chapter 2. Mordenkainen's Tome of Foes 185


Magic Weapons
Type: Trait. Starspawn
Magic Weapons. The Lost's weapon attacks are
magical.
Starspawn Grue
The starspawn grue (CR 1/4) can have a maximum
Shadow Jump of 1 talent.
Type: Trait.
Shadow Jump. As a bonus action, the Lost can
teleport up to 30 feet to an unoccupied space it can Madness
see. Both the space it teleports from and the space Type: Trait.
it teleports to must be in dim light or darkness. Madness. The grue has advantage on saving
The Lost can use this ability between the weapon throws against being charmed and frightened and
attacks of another action it takes. on ability checks made against Wisdom (Insight)
ability checks.

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.

186 Chapter 2. Mordenkainen's Tome of Foes


Hit: 32 (6d8 + 5) bludgeoning damage plus The hulk gains 3 legendary actions, choosing from
18 (4d8) psychic damage, and the target must the options below. Only one legendary action
succeed on a DC 17 Constitution saving throw option can be used at a time and only at the end
or be knocked unconscious for 1 minute. The of another creature's turn. The hulk regains spent
unconscious target repeats the saving throw if it legendary actions at the start of its turn.
takes damage and at the end of each of its turns, Charge. The hulk moves up to its speed.
ending the effect on itself on a success. Shepherd. The hulk chooses an ally within 5
feet of it. The ally uses its reaction to move to a
space within 5 feet of the hulk without provoking
Guardian Strike opportunity attacks.
Type: Reaction. Slam (Costs 2 Actions). The hulk makes a slam
Guardian Strike: If an enemy within 5 feet of attack.
the hulk attacks a target other than the hulk, that
enemy provokes an opportunity attack from the
hulk. Power Attack
Type: Trait.
Before the hulk makes a melee weapon attack, it
Legendary Actions can choose to take a -5 penalty to the attack roll. If
Type: Action. the attack hits, it adds +10 to the attack's damage.
Talent Cost: 4 (Counts as 4 Talents).
Chapter 2. Mordenkainen's Tome of Foes 187
Forceful Blows Threatening
Type: Trait. Type: Trait.
Forceful Blows. If the hulk's slam attack roll Threatening. Creatures provoke an opportunity
against a target succeeds by 5 or more, the target attack from the hulk when they move 5 feet or
must make a DC 17 Strength saving throw or be more while within the hulk's reach, and if the hulk
knocked prone. hits a creature with an opportunity attack, the
target's speed is reduced to 0 until the end of the
current turn.
Stomp
Type: Trait.
The hulk 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: 9 (1d8 + 5) bludgeoning
Starspawn Larva Mage
The starspawn larva mage (CR 16) can have a
damage. maximum of 6 talents.

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.

Extra Legendary Action


Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).

188 Chapter 2. Mordenkainen's Tome of Foes


The larva mage can take 1 extra legendary action Magic Resistance. The larva mage has advantage
before the start of her next turn. The larva mage on saving throws against spells and other magical
can retake this talent up one additional time. The effects.
extra legendary action stacks.

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.

Legendary Resistance (2/day) Fade into Shadow (1/day)


Type: Trait. Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents). When in dim light or darkness and a creature the
Legendary Resistance (2/Day). If the larva mage mangler can see attacks the mangler, the mangler
fails a saving throw, it can choose to succeed can take the Hide action.
instead.
Flurry Recharge
Type: Trait.
Magic Resistance
Type: Trait. Talent Cost: 2 (Counts as 2 Talents).

Chapter 2. Mordenkainen's Tome of Foes 189


Flurry Recharge. If the mangler hits a creature Foul Insight. A starspawn that is within 10 feet of
with both its claws in the same turn, its Flurry of the seer and can hear the seer and the seer isn't
Claws is recharged. incapacitated has advantage on ability checks,
attack rolls, and saving throws.

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

Starspawn Seer Legendary Actions


The starspawn seer (CR 13) can have a maximum
Type: Action.
of 5 talents.
Talent Cost: 4 (Counts as 4 Talents).
The seer gains 3 legendary actions, choosing from
Battle Command the options below. Only one legendary action
Type: Action. option can be used at a time and only at the end
Talent Cost: 2 (Counts as 2 Talents). of another creature's turn. The seer regains spent
legendary actions at the start of its turn.
Battle Command. As a bonus action, the seer
targets one starspawn ally it can see within 30 feet Command. The seer targets one starspawn ally it
can see within 30 feet of it. If the target can see or
of it. If the target can see or hear the seer, the target
hear the seer, the target can use its reaction to
can use its reaction to make one melee attack or to
make one melee attack.
take the Dodge or Hide action.
Teleport. The seer magically teleports, along
with any equipment it is wearing and carrying, to
an unoccupied space it can see within 30 feet of it.
Distortion Blast (Recharge 5-6) Comet Staff (Costs 2 Actions). The seer makes
Type: Action. attacks with its comet staff.
Talent Cost: 3 (Counts as 3 Talents). Psychic Orb (Costs 2 Actions). The seer uses its
Psychic Orb.
Distortion Blast (Recharge 5–6). The seer twists
and alters the space in 30-foot cube. Each creature
that isn't a starspawn in that area must make a
DC 19 Wisdom saving throw. On a failed save, a Magic Resistance
creature takes 13 (3d8) force damage and 13 (3d8) Type: Trait.
psychic damage and can't take any action except Magic Resistance. The larva mage has advantage
move up to half of its speed until the end of the on saving throws against spells and other magical
seer's next turn. On a successful save, a creature effects.
takes half as much damage.

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.

Chapter 2. Mordenkainen's Tome of Foes 191


Once during its turn when the steel predator hits a predator's bite attack is grappled (escape DC 17).
target with a weapon attack and has advantage on Until this grapple ends, the target is restrained and
the attack roll, it deals an extra 7 (2d6) damage. the steel predator can automatically hit the target
with its bite but can't make bite attacks against
other targets.
Cunning Action
Type: Trait.
Cunning Action. The steel predator can take the
Pounce
Type: Trait.
Dash, Disengage, or Hide action as a bonus action
on each of its turns. If the steel predator moves at least 10 feet straight
toward a creature and then hits it with a bite or
claw attack on the same turn, that target must
Legendary Actions succeed on a DC 20 Strength saving throw or be
Type: Action. knocked prone.
Talent Cost: 4 (Counts as 4 Talents).
The steel predator gains 3 legendary actions, Raking Claws
choosing from the options below. Only one Type: Trait.
legendary action option can be used at a time and
The steel predator can use a bonus action to use
only at the end of another creature's turn. The steel
raking claws against a creature it is grappling.
predator regains spent legendary actions at the
start of its turn. Raking Claws. Melee Weapon Attack: +12 to hit,
Charge. The steel predator moves up to its speed. reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing
Transport. The steel predator casts dimension damage.
door or plane shift, if available.
Bite (Costs 2 Actions). The steel predator
makes a bite attack. Ravaging Assault
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Magic Immunity I
Type: Trait. Ravaging Assault. A creature that is hit by the
steel predator's bite and two claw attacks in the
Talent Cost: 2 (Counts as 2 Talents). same turn must succeed on a DC 20 Constitution
The steel predator is immune to 1st level spells, but saving throw or be stunned for 1 minute. A
not to cantrips. stunned creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself
on a success.
Magic Immunity II
Type: Trait.
Sundering Bite
Prerequisite Magic Immunity I Type: Trait.
The steel predator is immune to spells of 2nd level Talent Cost: 2 (Counts as 2 Talents).
and below, but not to cantrips.
Sundering Bite. If the steel predator's bite attack
roll against a target succeeds by 5 or more,
Mangle the Armor Class (AC) of the armor or shield
Type: Trait. (determined randomly) of the target takes a
permanent and cumulative -1 penalty. If its Armor
A Large or smaller creature that is hit by the steel Class drops to 0, the armor or shield is destroyed.

192 Chapter 2. Mordenkainen's Tome of Foes


If the armor or shield is magical, the wearer must piercing and slashing damage from nonmagical
succeed on a DC 20 Wisdom saving throw. On a weapons that aren't adamantine.
failed save, Armor Class (AC) of the armor or shield
(determined randomly) takes a permanent and
cumulative -1 penalty. If its Armor Class drops to 0,
the armor or shield is destroyed.

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.

Chapter 2. Mordenkainen's Tome of Foes 193


In response to being hit by an attack and the sword A creature that starts its turn within 5 feet of the
wraith can see the attacker, the sword wraith shifts sword wraith takes 5 (1d10) necrotic damage
into the Ethereal Plane and back, causing the attack
to miss.
Fade into the Ether (1/day)
Type: Reaction.
Battle Tactician In response to being hit by an attack and the sword
Type: Trait. wraith can see the attacker, the sword wraith shifts
Talent Cost: 2 (Counts as 2 Talents). into the Ethereal Plane and back, causing the attack
to miss.
Battle Tactician. The sword wraith learns three
maneuvers and gains four d8 superiority dice
from the Fighter class's Battle Master archetype.
Magic Weapons
The sword wraith's Maneuver ability is Dexterity
Type: Trait.
(Maneuver save DC 17).
Magic Weapons. The sword wraith's weapon
attacks are magical.
Maneuver Allies
Type: Action.
Necrotic Weapons
Maneuver Allies (Recharge 5-6). Up to three allies
Type: Trait.
within 60 feet of the sword wraith that can hear it
can each use their reaction to move up to half their Magic Weapons. The sword wraith's weapon
speed without provoking opportunity attacks. attacks deal an extra 4 (1d8) necrotic damage.

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.

Warrior Instinctive Shell Defense (Once per


The sword wraith warrior (CR 3) can have a Short or Long Rest)
maximum of 2 talents. Type: Reaction.
In response to being hit by an attack and the
tortle can see the attacker, the tortle uses its Shell
Aura of Decay
Defense feature.
Type: Trait.

194 Chapter 2. Mordenkainen's Tome of Foes


Grabbing Claws. A Large or smaller creature that
is hit by the troll's claws is grappled (escape DC
16). Until this grapple ends, the target is restrained
and the troll can automatically hit the target with
its claws but can't attack other targets with one of
its claws.

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.

Chapter 2. Mordenkainen's Tome of Foes 195


Ravaging Assault
Type: Trait.
Legendary Actions
Talent Cost: 2 (Counts as 2 Talents). Type: Action.
Ravaging Assault. A creature that is hit by at least Talent Cost: 4 (Counts as 4 Talents).
three of the troll's melee weapon attacks in the
same turn must succeed on a DC 19 Constitution The troll gains 3 legendary actions, choosing from
saving throw or be stunned for 1 minute. A the options below. Only one legendary action
stunned creature can repeat the saving throw at the option can be used at a time and only at the end
end of each of its turns, ending the effect on itself of another creature's turn. The troll regains spent
on a success. legendary actions at the start of its turn.
Charge. The troll moves up to its speed.
Detect. The troll makes a Wisdom (Perception)
Rend check.
Type: Trait. Claw (Costs 2 Actions). The troll makes a claw
attack.
Rend. If a creature is hit by both of the troll's claw
attacks in the same turn, it takes an extra 16 (3d6 +
6) slashing damage. Pounce
Type: Trait.
If the troll moves at least 10 feet straight toward
Stench a creature and then hits it with a melee weapon
Type: Trait. attack on the same turn, that target must succeed
Strench. The troll secretes extremely pungent oils on a DC 17 Strength saving throw or be knocked
from its glands that can overwhelm its foes' senses prone.
and cause nausea. A creature that starts its turn
within 5 feet of the troll must succeed on a DC 18
Constitution saving throw or be poisoned until the Ravaging Assault
start of its next turn. On a successful saving throw, Type: Trait.
the creature is immune to the troll's Stench for 24
Talent Cost: 2 (Counts as 2 Talents).
hours.
Ravaging Assault. A creature that is hit by all three
of the troll's melee weapon attacks in the same turn
must succeed on a DC 17 Constitution saving throw
or be stunned for 1 minute. A stunned creature
can repeat the saving throw at the end of each of its
Rot Troll turns, ending the effect on itself on a success.
The rot troll (CR 9) can have a maximum of 4
talents.
Rend
Type: Trait.
Grabbing Claws Rend. If a creature is hit by both of the troll's claw
Type: Trait.
attacks in the same turn, it takes an extra 11 (2d6 +
Grabbing Claws. A Large or smaller creature that 4) slashing damage.
is hit by the troll's claws is grappled (escape DC
14). Until this grapple ends, the target is restrained
and the troll can automatically hit the target with Stench
its claws but can't attack other targets with one of Type: Trait.
its claws.
Strench. The troll secretes extremely pungent oils
196 Chapter 2. Mordenkainen's Tome of Foes
from its glands that can overwhelm its foes' senses
and cause nausea. A creature that starts its turn
within 5 feet of the troll must succeed on a DC 19
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.

Widened Rancid Degeneration


Type: Trait.
The range of the troll's rancid degeneration is
increased to 10 feet.

Spirit Troll
The spirit troll (CR 11) can have a maximum of 4
talents.

Fade into the Ether (3/day)


Type: Reaction.
In response to being hit by an attack and the
troll can see the attacker, the troll shifts into the
Ethereal Plane and back, causing the attack to miss.

Claw (Costs 2 Actions). The troll makes a claw


Improved Regeneration attack.
Type: Trait. Bite (Costs 3 Actions). The troll makes a bite
attack.
The hit points regained by the troll at the start of its
turn is increased to 15.
Magic Weapons
Type: Trait.
Legendary Actions
Magic Weapons. The troll's weapon attacks are
Type: Action.
magical.
Talent Cost: 4 (Counts as 4 Talents).
The troll gains 3 legendary actions, choosing from
the options below. Only one legendary action Pounce
option can be used at a time and only at the end Type: Trait.
of another creature's turn. The troll regains spent If the troll moves at least 10 feet straight toward
legendary actions at the start of its turn. a creature and then hits it with a melee weapon
Charge. The troll moves up to its speed. attack on the same turn, that target must succeed
Detect. The troll makes a Wisdom (Perception) on a DC 19 Strength saving throw or be knocked
check. prone.

Chapter 2. Mordenkainen's Tome of Foes 197


Psychic Bellow (Recharge 5-6) Grabbing Claws
Type: Trait. Type: Trait.
Talent Cost: 3 (Counts as 3 Talents). Grabbing Claws. A Large or smaller creature that
is hit by the troll's claws is grappled (escape DC
Psychic Bellow (Recharge 5-6). As a bonus action, 14). Until this grapple ends, the target is restrained
the troll unleashes a psionic-infused bellow. Each and the troll can automatically hit the target with
creature within 30 feet of the troll that can hear its claws but can't attack other targets with one of
the troll must succeed on a DC 14 Wisdom saving its claws.
throw. Creatures within 15 feet of the troll have
disadvantage on their saving throws. On a failed
save, the target takes 22 (4d10) psychic damage
and is stunned for 1 minute. A stunned creature
Improved Regeneration
Type: Trait.
can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. The hit points regained by the troll at the start of its
On a successful save, the target takes half as much turn is increased to 15.
damage.

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.

Widened Poison Splash


Type: Trait.
The range of the troll's Poison Splash is increased
to 10 feet.

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.

Chapter 2. Mordenkainen's Tome of Foes 199


its turns, ending the effect on itself on a success.
On a successful save, the target takes half as much
damage.
When the canoloth uses Multiattack and Baleful
Yowl is available, it can use Baleful Yowl in place of
its tongue or bite attack.

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.

All Around Vision


Type: Trait.
All Around Vision. The dhergoloth can’t be
surprised while it isn't blinded or incapacitated.

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.

Chatter (Recharge 5-6)


Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Chatter (Recharge 5-6). The dhergoloth rapidly
chatters and clacks its mandibles, creating a mind-
numbing noise. Each creature that isn't a yugoloth a teleport action.
within 30 feet of the dhergoloth that can hear
the dhegoloth must succeed on a DC 15 Wisdom
saving throw. On a failed save, the target can't
take actions except move up to half its speed for 1 Tunneler
minute. Affected creatures can repeat the saving Type: Trait.
throw at the end of each of its turns, ending the
effect on itself on a success. On a successful saving Tunneler. The dhergoloth gains a burrow speed of
throw, the creature is immune to the dhergoloth's 15 ft. It can burrow through solid rock at half its
Chatter for 24 hours. burrow speed and leaves a 5-foot-diameter tunnel
in its wake.

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.

Swift Teleporter (2/day) Extra Steal Memory


Type: Trait. Type: Trait.
The dhergoloth can take a bonus action to perform The hydroloth can use its Steal Memory feature one

Chapter 2. Mordenkainen's Tome of Foes 201


additional time per day. provoke opportunity attacks.
The hydroloth can retake this talent one additional
time.
Legendary Actions
Type: Action.
Leap Attack Talent Cost: 4 (Counts as 4 Talents).
Type: Trait.
The hydroloth gains 3 legendary actions, choosing
Leap Attack. If the hydroloth moves at least 20 feet from the options below. Only one legendary action
straight toward a target and then hits it with a claw option can be used at a time and only at the end
attack on the same turn, the target takes an extra 9 of another creature's turn. The hydroloth regains
(2d8) slashing damage. If the target is a creature, spent legendary actions at the start of its turn.
it must succeed on a DC 17 Strength saving throw
or be knocked prone. The hydroloth can move Leap. The hydroloth moves up to its speed without
through Medium or smaller creatures and objects provoking attacks. The hydroloth can move
during this movement. through Medium or smaller creatures and objects
during this movement.
Claws (Costs 2 Actions). The hydroloth attacks
with its claws.
Phantasm (Costs 2 Actions). The hydroloth casts
Leap Away crown of madness, fear, or phantasmal force.
Type: Reaction.
Leap Away. When an enemy the hydroloth can
see ends its turn within 5 feet of it, the hydroloth Prey on the Feeble
can move up to its speed. This movement doesn’t Type: Trait.
Prey on the Feeble. The hydroloth has advantage
on attack rolls against a creature that has both
its Intelligence and Charisma scores temporarily
reduced to 5.

Stunning Croak (Recharge 5-6)


Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
The hydroloth
emits a magical stupefying croak. Each creature
not a yugoloth within 20 feet of the hydroloth and
can hear the hydroloth must succeed on a DC 15
Constitution saving throw or be stunned until the
end of its next turn. When the hydroloth uses
Multiattack and Stunning Croak is available, it can
use Stunning Croak in place of its bite attack.

Swift Teleporter (3/day)


Type: Trait.
The hydroloth can take a bonus action to perform a
teleport action.

202 Chapter 2. Mordenkainen's Tome of Foes


Venomous Bite Oinoloth
Type: Trait. The oinoloth (CR 12) can have a maximum of 5
A creature hit by a hydroloth's bite attack must talents.
succeed on a DC 15 Constitution saving throw or
become poisoned for 1 minute.
Aura of Pestilence
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Aura of Pestilence. Any creature that starts its
Merrenoloth turn within 10 feet of the oinoloth takes 5 (1d10)
The merrenoloth (CR 3) can have a maximum of 2 necrotic damage and is poisoned until the start of
talents. its next turn.

Baleful Oar Battle Magic


Type: Trait. Type: Trait.
A creature hit by a merrenoloth's oar takes an extra Talent Cost: 2 (Counts as 2 Talents).
5 (2d4) necrotic damage and gains disadvantage Battle Magic. When the oinoloth uses its action
on saving throws until the end of the merrenoloth's to cast a spell, it can make one melee attack as a
next turn. bonus action.

Battle Magic Innate Spellcasting


Type: Trait. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Innate Spellcasting. The oinoloth's innate
Battle Magic. When the merrenoloth uses its spellcasting ability is Charisma (spell save DC 16).
action to cast a spell, it can make one melee attack The oinoloth can innately cast the following spells,
as a bonus action. requiring no material components:
At-will: detect good and evil, stinking cloud
1/day: enervation
Regeneration
Type: Trait.
Innate Spellcasting II
Regeneration. As long as the merrenoloth is Type: Trait.
touching any part of its ship, the merrenoloth
regains 10 hit points at the start of its turn. If the Prerequisite: Innate Spellcasting
merrenoloth takes acid or radiant damage, this trait Innate Spellcasting. The oinoloth's innate
doesn’t function at the start of its next turn. The spellcasting ability is Charisma (spell save DC 16).
merrenoloth dies only if it starts its turn with 0 hit The oinoloth can innately cast the following spells,
points and doesn’t regenerate. requiring no material components:
1/day each: harm, symbol (death)

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.

Chapter 2. Mordenkainen's Tome of Foes 203


The oinoloth gains 3 legendary actions, choosing The oinoloth can take a bonus action to perform a
from the options below. Only one legendary action teleport action.
option can be used at a time and only at the end of
another creature's turn. The oinoloth regains spent
legendary actions at the start of its turn. Word of Anthraxus (1/Day)
Teleport. The oinoloth uses Teleport. Type: Action.
Claw (Costs 2 Actions). The oinoloth attacks Talent Cost: 2 (Counts as 2 Talents).
with its claws.
Gaze (Costs 2 Actions). The oinoloth uses its Word of Anthraxus. As a bonus action, the oinoloth
Transfixing Gaze. utters its master's unholy name and each creature
Cast Spell (Costs 3 Actions). The oinoloth casts a that isn't a yugoloth within 60 feet of the oinoloth
spell. and can hear the oinoloth must succeed on a DC
16 Constitution saving throw or be subjected to a
random disease (as if failing its Constitution saving
Rotting Claw throw three times in the contagion spell).
Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
Rotting Claw. A creature that takes necrotic
damage from the oinoloth's claw attack must
succeed on a DC 16 Constitution saving throw
Yagnoloth
against disease or become poisoned. At the end The yagnoloth (CR 11) can have a maximum of 4
of each of the poisoned target's turns, the target talents.
must make a Constitution saving throw. If the
target succeeds on three of these saves, it is no
longer poisoned, and the effect ends. If the target Acid Breath (Recharge 5-6)
fails three of these saves, the target is no longer Type: Action.
poisoned but the creature's flesh starts to decay. Talent Cost: 2 (Counts as 2 Talents).
The creature has disadvantage on Charisma checks
and vulnerability to all damage until the disease is Acid Breath (Recharge 5-6). The yagnoloth
cured. exhales nauseating acid in an 15-cube. Each
creature in that area must make a DC 17
Constitution saving throw. On a failed save,
the creature takes 22 (5d8) acid damage and is
Summon Yugoloth (1/day) incapacitated until the end of the yagnoloth's next
Type: Action.
turn. On a successful save, a creature takes half as
Talent Cost: 2 (Counts as 2 Talents). much damage.
The oinoloth summons 1d3+1 mezzoloths, 1d2 dh- If the yagnoloth uses Multiattack and Acid Breath
ergoloths, 1d2 canoloths, or one nycaloth. A sum- is available, it can use Acid Breath in place of one of
moned yugoloth appears in an unoccupied space its massive arm attacks.
within 60 feet of the oinoloth, acts as an ally of the
oinoloth, has no talents, and can't summon other
yugoloths. It remains for one minute, until it or the Battle Magic
oinoloth dies, or until the oinoloth dismisses it as Type: Trait.
an action. Talent Cost: 2 (Counts as 2 Talents).
Battle Magic. When the yagnoloth uses its action
to cast a spell, it can make one melee attack as a
Swift Teleporter (3/day) bonus action.
Type: Trait.

204 Chapter 2. Mordenkainen's Tome of Foes


Battle Tactician Tol-kendar (Recharge 6)
Type: Trait. Type: Action.
Talent Cost: 2 (Counts as 2 Talents). Talent Cost: 2 (Counts as 2 Talents).
Battle Tactician. The yagnoloth learns three Tol-Kendar (Recharge 6). The yagnoloth magically
maneuvers and gains four d8 superi�rity dice from summons its tol-kendar, a huge and wicked-looking
the Fighter class's Battle Master archetype. The 15-foot polearm. The weapon appears instantly in
yagnoloth's Maneuver ability is Strength (Maneuver the yagnoloth's massive arm hand. The yagnoloth
save DC 16). moves up to its walking speed in a straight line and
targets each creature within 30 feet of it during
its movement. Each target must succeed on a DC
Bruiser 16 Dexterity saving throw or take 32 (8d6 + 4)
Type: Trait. slashing damage. The tol-kendar disappears at the
Bruiser. A creature that takes damage from the end of the yagnoloth's turn.
yagnoloth's melee attack has disadvantage on its
next attack roll until the end of its next turn.
Wallop
Type: Trait.
Legendary Actions If a creature fails its Constitution saving throw
Type: Action. against the yagnoloth's Massive Arm by 5 or more,
Talent Cost: 4 (Counts as 4 Talents). it is also knocked unconscious for 1 minute. An
unconscious creature can repeat the saving throw
The yagnoloth gains 3 legendary actions, choosing at the end of each of its turns, ending the effect on
from the options below. Only one legendary action itself on a success.
option can be used at a time and only at the end
of another creature's turn. The yagnoloth regains
spent legendary actions at the start of its turn.
Teleport. The yagnoloth uses Teleport.
Elecrify (Costs 2 Actions). The yagnoloth uses
Electrified Touch.
Massive Arm (Costs 2 Actions). The yagnoloth
attacks with its Massive Arm.
Lightning Bolt (Costs 3 Actions). The yagnoloth
casts lightning bolt, if available.

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.

Chapter 2. Mordenkainen's Tome of Foes 205


Chapter 3. Bonus Sampler Statblocks
Beholder, Death Kiss
Death Kiss, Elder Actions
Large aberration, lawful evil Multiattack. The death kiss makes three tentacle attacks. Up
to three of these attacks can be replaced by Blood Drain, one
Armor Class 16 (natural armor) replacement per tentacle grappling a creature.
Hit Points 204 (18d10 + 72) Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.
Speed 0 ft., fly 20 ft. (hover), swim 30 ft. Hit: 14 (3d6 + 4) piercing damage, and the target is grappled
(escape DC 14) if it is a Huge or smaller creature. Until this grapple
STR DEX CON INT WIS CHA ends, the target is restrained, and the death kiss can’t use the same
18 (+4) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 12 (+1) tentacle on another target. The death kiss has ten tentacles.
Blood Drain. One creature grappled by a tentacle of the death kiss
Saving Throws Con +8, Wis +6
must make a DC 16 Constitution saving throw. On a failed save, the
Skills Perception +6
target takes 22 (4d10) lightning damage, and the death kiss regains
Damage Resistances lightning
half as many hit points.
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 16 Legendary Actions
Languages Deep Speech, Undercommon
The death kiss gains 3 legendary actions, choosing from the
Challenge 12 (8,400 XP)
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The death kiss
Lightning Blood Splash. Each creature within 5 feet of the death regains spent legendary actions at the start of its turn.
kiss takes 5 (1d10) lightning damage whenever the death kiss is hit
by an attack that deals piercing or slashing damage. Hover. The death kiss moves up to its speed without provoking
opportunity attacks.
Tentacle. The death kiss makes a tentacle attack.

206 Chapter 3. Bonus Sampler Stat Blocks


Boneclaw, Ancient
Boneclaw, Ancient
Large undead, chaotic evil

Armor Class 16 (natural armor)


Hit Points 178 (21d10 + 63)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 16 (+3) 13 (+1) 15 (+2) 9 (-1)

Saving Throws Dex +8, Con +8, Wis +7


Skills Perception +7, Stealth +8
Damage Resistances cold, necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed,
poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Common plus the main language of its master
Challenge 16 (15,000 XP)

Rejuvenation. While its master lives, a destroyed boneclaw gains


a new body in 1d10 hours, with all its hit points. The new body
appears within 1 mile of the boneclaw’s master.
Shadow Stealth. While in dim light or darkness, the boneclaw can
take the Hide action as a bonus action.
Actions
Multiattack. The boneclaw makes two claw attacks.
Piercing Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one
target. Hit: 21 (3d10 + 5) piercing damage. If the target is a creature,
the boneclaw can pull the target up to 10 feet toward itself, and the
target is grappled (escape DC 15). The boneclaw has two claws.
While a claw grapples a target, the claw can attack only that target.
Shadow Jump. If the boneclaw is in dim light or darkness, each
creature of the boneclaw’s choice within 5 feet of it must succeed on
a DC 16 Constitution saving throw or take 34 (5d12 + 2) necrotic
damage.
The boneclaw then magically teleports up to 60 feet to an
unoccupied space it can see. It can bring one creature it’s grappling,
teleporting that creature to an unoccupied space it can see within
5 feet of its destination. The destination spaces of this teleportation
must be in dim light or darkness.
Hungry Darkness (Recharge 5-6). The boneclaw creates a magical
darkness identical to the darkness spell, except the boneclaw can
see through it. This effect lasts for 1 minute. Any creature that
starts its turn within this area of darkness takes 5 (1d10) necrotic
damage. When a creature moves into or within the area, it takes 5
(1d10) necrotic damage for every 5 feet it travels. The boneclaw is
immune to any damage caused by hungry darkness.

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.

Chapter 3. Bonus Sampler Stat Blocks 207


Clockworks

Bronze Scout, Giant Iron Cobra, Giant


Large construct, unaligned Large construct, unaligned

Armor Class 14 (natural armor) Armor Class 14 (natural armor)


Hit Points 45 (6d10 + 12) Hit Points 105 (11d10 + 44)
Speed 30 ft., burrow 30 ft. Speed 30 ft.

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)

Skills Perception +6, Stealth +7 Skills Stealth +9


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 16 Senses darkvision 60 ft., passive Perception 10
Languages understands one language of its creator but can’t speak Languages understands one language of its creator but can’t speak
Challenge 3 (700 XP) Challenge 6 (2,300 XP)

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.

208 Chapter 3. Bonus Sampler Stat Blocks


Oaken Bolter, Heavy Stone Defender, Heavy
Large construct, unaligned Large construct, unaligned

Armor Class 17 (natural armor) Armor Class 17 (natural armor)


Hit Points 114 (12d10 + 48) Hit Points 115 (11d10 + 55)
Speed 30 ft. Speed 30 ft.

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.

Piercing Bolt (Recharge 5–6).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 20 (3d10 + 4)
piercing damage plus 5 (1d10) lightning damage, or half as much
damage on a successful one.

Chapter 3. Bonus Sampler Stat Blocks 209


Corpse Flower

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).

210 Chapter 3. Bonus Sampler Stat Blocks


Cranium Rats, Swarm of

Cranium Rats, Swarm of Elder following spells, requiring no components:


Medium swarm of Tiny beasts, lawful evil At will: command, comprehend languages, detect thoughts
1/day each: clairvoyance, confusion, dominate monster, fear,
Armor Class 12 (natural armor) phantasmal force
Hit Points 54 (12d8) Swarm. The swarm can occupy another creature’s space and vice
Speed 30 ft. versa, and the swarm can move through any opening large enough
for a Tiny rat. The swarm can’t regain hit points or gain temporary hit
STR DEX CON INT WIS CHA
points.
9 (-1) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 15 (+2)
Telepathic Shroud. The swarm is immune to any effect that would
Damage Resistances bludgeoning, piercing, slashing sense its emotions or read its thoughts, as well as to all divination
Condition Immunities charmed, frightened, grappled, paralyzed, spells.
petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 11
Actions
Languages telepathy 30 ft. Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the
Challenge 6 (2,300 XP) swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing
damage if the swarm has half of its hit points or fewer.
Illumination. As a bonus action, the swarm can shed dim light from Mind Blast (Recharge after a Short or Long Rest). The swarm
its brains in a 5-foot radius, increase the illumination to bright light magically emits psychic energy in a 30-foot cone. Each creature in
in a 5- to 20-foot radius (and dim light for an additional number of that area must succeed on a DC 14 Intelligence saving throw or take
feet equal to the chosen radius), or extinguish the light. 15 (3d8 + 2) psychic damage and be stunned for minute. A creature
can repeat the saving throw at the end of each of its turns, ending the
Innate Spellcasting (Psionics). The swarm’s innate spellcasting
effect on itself on a success.
ability is Intelligence (spell save DC 14). As long as it has more than
half of its hit points remaining, the swarm can innately cast the

Chapter 3. Bonus Sampler Stat Blocks 211


Deathlocks Deathlock Overlord
Medium undead, neutral evil

Armor Class 13 (16 with mage armor)


Deathlock Warcaster Hit Points 137 (25d8 + 25)
Medium undead, neutral evil Speed 30 ft.

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.

212 Chapter 3. Bonus Sampler Stat Blocks


Demons Devourer, Elder
Large fiend (demon), chaotic evil
Armanite Ravager Armor Class 16 (natural armor)
Large fiend (demon), chaotic evil
Hit Points 210 (20d10 + 100)
Speed 30 ft.
Armor Class 17 (natural armor)
Hit Points 138 (12d10 + 72)
STR DEX CON INT WIS CHA
Speed 60 ft.
22 (+5) 12 (+1) 21 (+5) 14 (+2) 12 (+1) 17 (+3)
STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 22 (+6) 8 (-1) 12 (+1) 13 (+1) Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Damage Resistances cold, fire, lightning Senses darkvision 120 ft., passive Perception 11
Damage Immunities poison Languages Abyssal, telepathy 120 ft.
Condition Immunities poisoned Challenge 15 (13,000 XP)
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Innate Spellcasting. The devourer's innate spellcasting ability is
Challenge 9 (5,000 XP)
Charisma (spell save DC 16). It can innately cast the following
spells, requiring no components:
Magic Resistance. The armanite has advantage on saving throws
1/day (each): confusion, create undead, planar binding, ray of
against spells and other magical effects.
enfeeblement, suggestion
Magic Weapons. The armanite’s weapon attacks are magical. If a creature dies while imprisoned in the devourer's ribcage, the
Actions devourer recovers all expended spell slots.

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.

Chapter 3. Bonus Sampler Stat Blocks 213


Maurezhi Ghoul Lord Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Large fiend (demon), chaotic evil 20 (3d10 + 4) piercing damage. If the target is a humanoid, its
Charisma score is reduced by 1d4. This reduction lasts until the
Armor Class 16 (natural armor) target finishes a short or long rest. The target dies if this reduces its
Hit Points 150 (20d10 + 40) Charisma to 0. It rises 24 hours later as a ghoul, unless it has been
Speed 40 ft. revived or its corpse has been destroyed.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
STR DEX CON INT WIS CHA 17 (3d8 + 4) slashing damage. If the target is a creature other than
18 (+4) 17 (+3) 14 (+2) 12 (+1) 12 (+1) 16 (+3) an undead, it must succeed on a DC 14 Constitution saving throw
or be paralyzed for 1 minute. The target can repeat the saving
Skills Deception +6 throw at the end of each of its turns, ending the effect on itself on a
Damage Resistances cold, fire, lightning, necrotic; bludgeoning, success.
piercing, and slashing from nonmagical attacks
Raise Ghoul (Recharge 5–6). The maurezhi targets one dead ghoul
Damage Immunities poison
or ghast it can see within 30 feet of it. The target is revived with all
Condition Immunities charmed, exhaustion, poisoned
its hit points.
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Elvish, telepathy 120 ft. Summon Ghoul (1/Day). The maurezhi summons 2d4 ghouls or
Challenge 11 (7,200 XP) 1d4 ghasts. A summoned ghoul appears in an unoccupied space
within 60 feet of the maurezhi and acts as an ally of the maurezhi.
Assume Form. The maurezhi can assume the appearance of any It remains for an hour, until it or the maurezhi dies, or until its
Medium humanoid it has eaten. It remains in this form for 1d6 days, summoner dismisses it as an action.
during which time the form gradually decays until, when the effect
ends, the form sloughs from the demon’s body.
Legendary Actions
The maurezhi gains 3 legendary actions, choosing from the options
Command Ghoul. The maurezhi can use a bonus action to target below. Only one legendary action option can be used at a time and
a ghoul or ghast it can see within 60 feet of it. If the target can hear only at the end of another creature's turn. The maurezhi regains
the maurezhi, the target must use its reaction to move up to its spent legendary actions at the start of its turn.
speed or make one melee weapon attack.
Charge. The maurezhi moves up to its speed.
Magic Resistance. The maurezhi has advantage on saving throws Command. The maurezhi targets a ghoul or ghast it can see within
against spells and other magical effects. 60 feet of it. If the target can hear the maurezhi, the target must
use its reaction to move up to its speed or make one melee
Actions weapon attack.
Multiattack. The maurezhi makes two attacks: one with its bite and Claws (Costs 2 Actions). The maurezhi attacks with its claws.
one with its claws.

214 Chapter 3. Bonus Sampler Stat Blocks


Devils

Merregon Legion Captain Merregon Legionnaire


Medium fiend (demon), lawful evil Medium fiend (demon), lawful evil

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.

Chapter 3. Bonus Sampler Stat Blocks 215


Narzughon Blackguard creature with a weapon attack, it can deal 11 (2d10) necrotic
Medium fiend (devil), lawful evil damage to the target.

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)

216 Chapter 3. Bonus Sampler Stat Blocks


Orthon Scalphunter Infernal Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 11 (2d4 + 6) slashing damage, and the target must
Large fiend (devil), lawful evil make a DC 17 Constitution saving throw, taking 22 (4d10) poison
damage on a failed save, or half as much damage on a successful
Armor Class 17 (half-plate) one. On a failure, the target is also poisoned for 1 minute. The
Hit Points 184 (16d10 + 96) poisoned target can repeat the saving throw at the end of each of its
Speed 30 ft., climb 30 ft. turns, ending the effect on itself on a success.

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.

Chapter 3. Bonus Sampler Stat Blocks 217


Drow

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.

218 Chapter 3. Bonus Sampler Stat Blocks


Drow Shadowblade Elite darkness created by the shadow sword on a previous turn, the drow
can dismiss that darkness and cause the target to take 21 (6d6)
Medium humanoid (elf), neutral evil
necrotic damage. The drow can dismiss darkness in this way no
more than once per turn.
Armor Class 17 (studded leather)
Hit Points 180 (24d8 + 72) Shadow Sword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 9 (1d6 + 6) piercing damage plus 10 (3d6) necrotic
damage and 10 (3d6) poison damage. The drow can then fill an
STR DEX CON INT WIS CHA unoccupied 5-foot cube within 5 feet of the target with magical
14 (+2) 22 (+6) 16 (+3) 12 (+1) 14 (+2) 14 (+2) darkness, which remains for 1 minute.
Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 30/120
Saving Throws Dex +11, Con +8, Wis +7 ft., one target. Hit: 9 (1d6 + 6) piercing damage, and the target must
Skills Perception +7, Stealth +11 succeed on a DC 13 Constitution saving throw or be poisoned
Senses darkvision 120 ft., passive Perception 17 for 1 hour. If the saving throw fails by 5 or more, the target is
Languages Elvish, Undercommon also unconscious while poisoned in this way. The target regains
Challenge 14 (11,500 XP) consciousness if it takes damage or if another creature takes an
action to shake it.
Fey Ancestry. The drow has advantage on saving throws against Shadow Burst (1/Day). The drow can dismiss all of its 5-foot cubes
being charmed, and magic can’t put the drow to sleep. of darkness created by its shadow sword, each of which explodes
Innate Spellcasting. The drow’s innate spellcasting ability is in a burst of necrotic energy. Each creature except the drow within
Charisma (spell save DC 15). He can innately cast the following 5 feet of a dismissed 5-foot cube of darkness must make a DC
spells, requiring no material components: 13 Constitution saving throw, taking 10 (3d6) necrotic damage
At will: dancing lights on a failed save, or half as much as damage on a successful one.
A creature can take this damage multiple times if each time it is
1/day each: darkness, faerie fire, levitate (self only)
struck from a different burst.
Shadow Step. While in dim light or darkness, the drow can teleport
as a bonus action up to 60 feet to an unoccupied space it can see Legendary Actions
that is also in dim light or darkness. It then has advantage on the The drow gains 3 legendary actions, choosing from the options
first melee attack it makes before the end of the turn. 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
Sunlight Sensitivity. While in sunlight, the drow has disadvantage
legendary actions at the start of its turn.
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight. Move. The drow moves up to half its speed without provoking
opportunity attacks.
Actions Darkness. The drow casts darkness.
Multiattack. The drow makes two attacks with its shadow sword. If Attack (Costs 2 Actions). The drow attacks with its shadow sword
either attack hits and the target is within 10 feet of a 5-foot cube of or hand crossbow.

Chapter 3. Bonus Sampler Stat Blocks 219


Duergar
Duergar Tyrant stomping foot attacks. It can replace up to four of these attacks
with uses of its Flame Jet. It can replace one iron fist attack with
Large humanoid (dwarf), lawful evil
Rocket Punch.
Armor Class 21 (natural armor) Iron Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit Points 207 (18d10 + 108) Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large
Speed 30 ft. or smaller creature, it must make a successful DC 19 Strength
saving throw or be thrown up to 30 feet away in a straight line. The
STR DEX CON INT WIS CHA target lands prone and then takes 10 (3d6) bludgeoning damage.
22 (+6) 5 (-3) 22 (+6) 16 (+3) 14 (+2) 13 (+1) A creature that fails its saving throw by 5 or more is also stunned
until the end of duergar's next turn.
Saving Throws Con +11, Wis +7 Stomping Foot. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Damage Immunities poison target. Hit: 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) to a
Condition Immunities charmed, exhaustion, frightened, paralyzed, prone target.
poisoned
Flame Jet. The duergar spews flames in a line 100 feet long and 10
Senses darkvision 120 ft., passive Perception 12
feet wide. Each creature in the line must make a DC 19 Dexterity
Languages Dwarvish, Undercommon
saving throw, taking 18 (4d8) fire damage on a failed save, or half
Challenge 16 (15,000 XP)
as much damage on a successful one.
Innate Spellcasting (Psionics). The duergar’s innate spellcasting Rocket Punch (Recharge 5-6). Melee or Ranged Weapon Attack:
ability is Intelligence (spell save DC 16). It can cast the following +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 33 (6d8 +
spells, requiring no components: 6) bludgeoning damage. If the target is a Large or smaller creature,
At will: mage hand, minor illusion it must make a successful DC 19 Strength saving throw or be
2/day each: counterspell, misty step, stinking cloud thrown up to 30 feet away in a straight line. The target lands prone
1/day: destructive wave and then takes 10 (3d6) bludgeoning damage. A creature that
fails its saving throw by 5 or more is also stunned until the end of
Magic Resistance. The duergar has advantage on saving throws duergar's next turn. The rocket fist flies back and reattaches itself
against spells and other magical effects. to the duergar's arm at the end of its turn.
Psychic Engine. When the duergar suffers a critical hit or is reduced Legendary Actions
to 0 hit points, psychic energy erupts from its frame to deal 21 (6d6)
psychic damage to each creature within 10 feet of it. The duergar gains 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage only at the end of another creature's turn. The duergar regains
on attack rolls, as well as on Wisdom (Perception) checks that rely spent legendary actions at the start of its turn.
on sight. Charge. The duergar moves up to its speed.
Stomp (Costs 2 Actions). The duergar attacks with its stomping
Actions foot.
Multiattack. The despot makes two iron fist attacks and two Iron Fist (Costs 3 Actions). The duergar attacks with its iron fist.

Duergar Heavy Hammerer its Multiattack with its reaction.


Large construct, lawful evil Siege Monster. The hammerer deals double damage to objects and
structures.
Armor Class 18 (natural armor)
Hit Points 85 (10d10 + 30)
Actions
Speed 30 ft. Multiattack. The hammerer makes two attacks: one with its claw
and one with its hammer.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
21 (+5) 7 (-2) 16 (+3) 6 (-2) 6 (-2) 5 (-3) Hit: 12 (2d6 + 5) bludgeoning damage.
Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Damage Immunities poison
Hit: 19 (4d6 + 5) bludgeoning damage. If the attack roll against
Condition Immunities charmed, exhaustion, frightened, paralyzed,
a target succeeds by 5 or more, the target must make a DC 15
petrified, poisoned
Constitution saving throw or be stunned until the end of the
Senses darkvision 60 ft., passive Perception 8
hammerer's next turn.
Languages understands Dwarvish but can’t speak
Challenge 4 (1,100 XP) Trembling Slam (Recharge 5-6). The hammerer pounds the
ground with both of its limbs, triggering a short earth tremor. All
Engine of Pain. Once per turn, a creature that attacks the hammerer other creatures on the ground within 10 feet of the hammerer that
can target the duergar trapped in it. The attacker has disadvantage are Large or smaller must succeed on a DC 15 Strength saving
on the attack roll. On a hit, the attack deals an extra 5 (1d10) throw or be knocked prone.
damage to the hammerer, and the hammerer can respond by using

220 Chapter 3. Bonus Sampler Stat Blocks


Duergar Mind Overlord Actions
Medium humanoid (dward), lawful evil Multiattack. The duergar makes two melee attacks. It can replace
one of those attacks with a use of Mind Mastery.
Armor Class 15 (leather armor)
Mind-Poison Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit Points 90 (12d8 + 36)
one target. Hit: 5 (1d4 + 3) piercing damage and 14 (4d6) psychic
Speed 25 ft.
damage, or 1 piercing damage and 17 (5d6) psychic damage while
reduced.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 18 (+4) 10 (+0) 12 (+1) Invisibility (Recharge 4–6). The duergar magically turns invisible
for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce,
Saving Throws Dex +7, Int +7, Wis +3 or its concentration is broken (as if concentrating on a spell). Any
Skills Perception +3, Stealth +7 equipment the duergar wears or carries is invisible with it.
Damage Resistances poison Mind Mastery. The duergar targets up to 3 creatures it can
Senses darkvision 120 ft., truesight 30 ft., passive Perception 13 see within 60 feet of it. The target must succeed on a DC 15
Languages Dwarvish, Undercommon Intelligence saving throw, or the duergar causes it to use its
Challenge 5 (1,800 XP) reaction either to make one weapon attack against another
creature the duergar can see or to move up to 10 feet in a direction
Duergar Resilience. The duergar has advantage on saving throws of the duergar’s choice. Creatures that can’t be charmed are
against poison, spells, and illusions, as well as to resist being immune to this effect.
charmed or paralyzed. Reduce (Recharges after a Short or Long Rest). For 1 minute,
Mind Stab (3/Day). When the duergar hits a creature with its the duergar magically decreases in size, along with anything it is
mind-poison dagger, the duergar can attempt to disrupt its mental wearing or carrying. While reduced, the duergar is Tiny, reduces
faculties. The target must succeed on a DC 15 Constitution saving its weapon damage to 1, and makes attacks, checks, and saving
throw or be incapacitated until the end of the duergar's next turn. throws with disadvantage if they use Strength. It gains a +5 bonus
to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage
also take a bonus action on each of its turns to take the Hide action.
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight.

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.

Chapter 3. Bonus Sampler Stat Blocks 221


Eladrin

Autumn Eladrin, Elder


Medium fey (elf), chaotic neutral

Armor Class 20 (natural armor)


Hit Points 180 (24d8 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 16 (+3) 15 (+2) 18 (+4) 20 (+5)

Saving Throws Dex +9, Wis +9, Cha +10


Skills Insight +9, Medicine +9
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 16 (15,000 XP)
Actions
Beguiling Strike. When the eladrin hits a creature with a weapon
Multiattack. The eladrin makes two weapon attacks. The eladrin can
attack, it can choose to deal no damage. The creature gains
cast one spell in place of one of these attacks.
disadvantage to its saving throws against being charmed and
enchantment spells until the end of the eladrin's next turn. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if
Enchanting Presence. Any non-eladrin creature that starts its turn
used with two hands, plus 27 (6d8) psychic damage.
within 60 feet of the eladrin must make a DC 18 Wisdom saving
throw. On a failed save, the creature becomes charmed by the Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
eladrin for 1 minute. On a successful save, the creature becomes one target. Hit: 8 (1d8 + 4) piercing damage plus 27 (6d8) psychic
immune to any eladrin’s Enchanting Presence for 24 hours. damage.
Whenever the eladrin deals damage to the charmed creature, the
creature can repeat the saving throw, ending the effect on itself on a Legendary Actions
success. The eladrin gains 3 legendary actions, choosing from the
Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport options below. Only one legendary action option can be
up to 30 feet to an unoccupied space it can see. used at a time and only at the end of another creature's turn.
The eladrin regains spent legendary actions at the start
Innate Spellcasting. The eladrin’s innate spellcasting ability is of its turn.
Charisma (spell save DC 18). It can innately cast the following Move. The eladrin moves up to half its speed without provoking
spells, requiring no material components: opportunity attacks.
At will: calm emotions, hold person, sleep, suggestion Pacify. The eladrin casts calm emotions or sleep.
3/day each: beacon of good hope, cure wounds (as a 5th-level spell), Attack (Costs 2 Actions). The eladrin makes a longsword or
lesser restoration longbow attack.
1/day each: greater restoration, heal, heroes's feast, raise dead,
hold monster Reactions
Foster Peace. If a creature charmed by the eladrin hits with an
Magic Resistance. The eladrin has advantage on saving throws
attack roll while within 60 feet of the eladrin, the eladrin magically
against spells and other magical effects.
causes the attack to miss, provided the eladrin can see the attacker.

222 Chapter 3. Bonus Sampler Stat Blocks


Spring Eladrin, Elder
Medium fey (elf), chaotic neutral

Armor Class 20 (natural armor)


Hit Points 180 (24d8 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 16 (+3) 18 (+4) 13 (+1) 20 (+5) Actions
Multiattack. The eladrin makes three weapon attacks. The eladrin
Saving Throws Dex +9, Wis +6, Cha +10 can cast one spell in place of one of these attacks.
Skills Deception +10, Persuasion +10
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Damage Resistances bludgeoning, piercing, and slashing from
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if
nonmagical attacks
used with two hands, plus 9 (2d8) psychic damage.
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish, Sylvan Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one
Challenge 16 (15,000 XP) target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) psychic damage.

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.

Chapter 3. Bonus Sampler Stat Blocks 223


Summer Eladrin, Elder
Medium fey (elf), chaotic neutral

Armor Class 20 (natural armor)


Hit Points 180 (24d8 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 23 (+6) 16 (+3) 14 (+2) 14 (+2) 20 (+5)

Saving Throws Dex +11, Wis +7, Cha +10


Skills Athletics +10, Intimidation +10
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Senses darkvision 60 ft., passive Perception 12 Actions
Languages Common, Elvish, Sylvan
Multiattack. The eladrin makes two weapon attacks.
Challenge 16 (15,000 XP)
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage, or 15 (2d10 + 5) slashing damage
Fearsome Presence. Any non-eladrin creature that starts its turn
if used with two hands, plus 9 (2d8) fire damage.
within 60 feet of the eladrin must make a DC 18 Wisdom saving
throw. On a failed save, the creature becomes frightened of the Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one
eladrin for 1 minute. A creature can repeat the saving throw at the target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) fire damage.
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 Legendary Actions
creature is immune to any eladrin’s Fearsome Presence for the next The eladrin gains 3 legendary actions, choosing from the
24 hours. options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn.
Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport
The eladrin regains spent legendary actions at the start
up to 30 feet to an unoccupied space it can see.
of its turn.
Fiery Smite (3/Day). As a bonus action, when the eladrin hits a Move. The eladrin moves up to half its speed without provoking
creature with a weapon attack, it can deal an extra 13 (3d8) fire opportunity attacks.
damage and the target gains disadvantage to being frightened until Wrathful Glare. The eladrin targets one frightened creature it can
the end of the eladrin's next turn. see within 30 feet of it. The target must make a DC 18 Wisdom
Innate Spellcasting. The eladrin’s innate spellcasting ability is saving throw. On a failure, the target is paralyzed until the eladrin
Charisma (spell save DC 18). It can innately cast the following deals damage to it, or until the end of the eladrin's next turn.
spells, requiring no material components: Attack (Costs 2 Actions). The eladrin makes a longsword or
longbow attack.
At will: bane, hunter's mark
3/day each: hellish rebuke Reactions
1/day each: fireball, haste
Parry. The eladrin adds 4 to its AC against one melee attack that
Magic Resistance. The eladrin has advantage on saving throws would hit it. To do so, the eladrin must see the attacker and be
against spells and other magical effects. wielding a melee weapon.

224 Chapter 3. Bonus Sampler Stat Blocks


Winter Eladrin, Elder Sorrowful Presence. Any non-eladrin creature that starts its turn
within 60 feet of the eladrin must make a DC 15 Wisdom saving
Medium fey (elf), chaotic neutral
throw. On a failed save, the creature becomes charmed by the
eladrin for 1 minute. While charmed in this way, the creature has
Armor Class 20 (natural armor) disadvantage on ability checks and saving throws. The charmed
Hit Points 180 (24d8 + 72) creature can repeat the saving throw at the end of each of its turns,
Speed 30 ft. 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 any
STR DEX CON INT WIS CHA eladrin’s Sorrowful Presence for the next 24 hours.
11 (+0) 10 (+0) 16 (+3) 20 (+5) 19 (+4) 15 (+2)
Actions
Saving Throws Dex +5, Wis +9, Cha +7 Multiattack. The eladrin makes two weapon attacks. The eladrin can
Damage Resistances bludgeoning, piercing, and slashing from cast one spell in place of one of these attacks.
nonmagical attacks
Senses darkvision 60 ft., passive Perception 12 Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Languages Common, Elvish, Sylvan Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used
Challenge 16 (15,000 XP) with two hands, plus 4 (1d8) cold damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport target. Hit: 4 (1d8) piercing damage plus 4 (1d8) cold damage.
up to 30 feet to an unoccupied space it can see. Legendary Actions
Freezing Smite (3/Day). As a bonus action, when the eladrin hits The eladrin gains 3 legendary actions, choosing from the
a creature with a weapon attack, it can deal an extra 13 (3d8) cold options below. Only one legendary action option can be
damage and if the target isn't immune to cold, it must succeed on used at a time and only at the end of another creature's turn.
a DC 15 Constitution saving throw. On a failed save, the creature's The eladrin regains spent legendary actions at the start
speed its speed is halved, it can't take reactions, and it can take of its turn.
either an action or a bonus action on its turn, not both. The effects Move. The eladrin moves up to half its speed without provoking
last until the start of the eladrin's next turn. opportunity attacks.
Innate Spellcasting. The eladrin’s innate spellcasting ability is Attack. The eladrin makes a longsword or longbow attack.
Intelligence (spell save DC 18). It can innately cast the following Gust of Wind. The eladrin casts gust of wind.
spells, requiring no material components:
Reactions
At will: fog cloud, gust of wind, sanctuary, silence
3/day each: snilloc's snowball swarm Frigid Rebuke. When the eladrin takes damage from a creature the
1/day each: cone of cold, enervation, ice storm, sleet storm eladrin can see within 60 feet of it, the eladrin can force that creature
to succeed on a DC 18 Constitution saving throw or take 16 (3d10)
Magic Resistance. The eladrin has advantage on saving throws cold damage.
against spells and other magical effects.

Chapter 3. Bonus Sampler Stat Blocks 225


Firenewts

Firenewt Flame Warrior


Medium humanoid (firenewt), neutral evil

Armor Class 16 (chain shirt, shield)


Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 7 (-2) 11 (+0) 8 (-1)

Damage Immunities Fire


Senses passive Perception 10
Languages Draconic, Ignan
Challenge 1 (200 XP)

Amphibious. The firenewt can breathe air and water.


Enflame Weapon (Recharges after a Short or Long Rest). The
firenewt can take a bonus action to spit flame on its weapon. For 1
minute, the firenewt's weapon deals an extra 1d4 fire damage.

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.

226 Chapter 3. Bonus Sampler Stat Blocks


Giants

Cloud Giant Elder Smiling One


Huge giant (cloud giant), chaotic neutral

Armor Class 15 (natural armor)


Hit Points 287 (23d12 + 138)
Speed 40 ft.

STR DEX CON INT WIS CHA


26 (+8) 12 (+1) 22 (+6) 15 (+2) 16 (+3) 18 (+4)

Saving Throws Con +11, Int +7, Cha +9


Skills Deception +14, Insight +8, Perception +8, Sleight of
Hand +11
Senses passive Perception 18
Languages Common, Giant
Challenge 14 (13,000 XP)

Keen Smell. The giant has advantage on Wisdom (Perception)


checks that rely on smell.
Actions
Mists of Memnor. The cloud giant constantly projects a magical
aura of thin bluish mist. A creature hostile to the cloud giant that Multiattack. The giant makes two attacks with its morningstar.
starts its turn within 10 feet of the cloud giant must make a DC Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one
15 Charisma saving throw, unless the cloud giant is incapacitated. target. Hit: 21 (3d8 + 8) bludgeoning damage. The attack deals an
On a failure, the target begins to giggle uncontrollably. It can't take extra 14 (4d6) damage if the giant has advantage on the attack roll.
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 Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one
melee or ranged attack against a randomly determined creature target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an
within range. If the target can't attack, it does nothing on its turn but extra 14 (4d6) damage if the giant has advantage on the attack roll.
fall prone into fits of laughter. At the end of the creature's turn, the Change Shape. The giant magically polymorphs into a beast or
effect ends. If a creature's saving throw is successful, the creature is humanoid it has seen, or back into its true form. Any equipment
immune to the cloud giant's mists of memnor for the next 24 hours. the giant is wearing or carrying is absorbed by the new form. Its
Innate Spellcasting. The giant’s innate spellcasting ability is statistics, other than its size, are the same in each form. It reverts to
Charisma (spell save DC 17). It can innately cast the following its true form if it dies.
spells, requiring no material components: Legendary Actions
At will: detect magic, fog cloud, light
The giant gains 3 legendary actions, choosing from the options
3/day each: feather fall, fly, misty step, telekinesis
below. Only one legendary action option can be used at a time and
1/day each: control weather, gaseous form
only at the end of another creature's turn. The giant regains spent
Spellcasting. The giant is a 5th-level spellcaster. Its spellcasting legendary actions at the start of its turn.
ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Move. The giant moves up to half its speed.
The giant has the following bard spells prepared: Cantrip. The giant casts a cantrip.
Cantrips (at will): minor illusion, prestidigitation, vicious mockery Morning Star (Costs 2 Actions). The giant makes a morningstar
1st level (4 slots): cure wounds, disguise self, silent image, Tasha’s attack.
hideous laughter Casts Spell (Costs 1-3 Actions). The giant expends a spell slot to
2nd level (3 slots): invisibility, suggestion cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so
3rd level (2 slots): major image, tongues costs 1 legendary action per level of the spell.

Chapter 3. Bonus Sampler Stat Blocks 227


Fire Giant Dreadnought Elite Fireshield. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 23 (4d6 + 9) bludgeoning damage plus 7 (2d6) fire damage plus
Huge giant (fire giant), lawful evil 7 (2d6) piercing damage.

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.

Multiattack. The giant makes two fireshield attacks.

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.

228 Chapter 3. Bonus Sampler Stat Blocks


Frost Giant Elite Everlasting One hit points and doesn’t regenerate.
Huge giant (frost giant), chaotic evil Vaprak’s Rage (Recharges after a Short or Long Rest). As a bonus
action, the giant can enter a rage at the start of its turn. The rage
Armor Class 15 (patchwork armor) lasts for 1 minute or until the giant is incapacitated. While raging,
Hit Points 216 (16d12 + 112) the giant gains the following benefits:
Speed 50 ft. • The giant has advantage on Strength checks and Strength
saving throws
STR DEX CON INT WIS CHA • When it makes a melee weapon attack, the giant gains a +4
25 (+7) 9 (-1) 24 (+7) 9 (-1) 12 (+1) 12 (+1) bonus to the damage roll.
• The giant has resistance to bludgeoning, piercing, and slashing
Saving Throws Str +12, Con +12, Wis +6 damage.
Skills Athletics +12, Perception +6
Damage Immunities cold
Actions
Senses darkvision 60 ft., passive Perception 16 Multiattack. The giant makes two attacks with its greataxe.
Languages Giant Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Challenge 15 (13,000 XP) Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing
damage while raging.
Extra Heads. The giant has a 25 percent chance of having more Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one
than one head. If it has more than one, it has advantage on Wisdom target. Hit: 29 (4d10 + 7) bludgeoning damage.
(Perception) checks and on saving throws against being blinded,
charmed, deafened, frightened, stunned, or knocked unconscious. Legendary Actions
Reckless. At the start of its turn, the giant can gain advantage on all The giant gains 3 legendary actions, choosing from the options
melee weapon attack rolls during that turn, but attack rolls against it below. Only one legendary action option can be used at a time and
have advantage until the start of its next turn. only at the end of another creature's turn. The giant regains spent
legendary actions at the start of its turn.
Regeneration. The giant regains 10 hit points at the start of its turn.
If the giant takes acid or fire damage, this trait doesn’t function at Detect. The giant makes a Wisdom (Perception) check.
the start of its next turn. The giant dies only if it starts its turn with 0 Move. The giant moves up to half its speed.
Greataxe (Costs 2 Actions). The giant makes a greataxe attack.

Chapter 3. Bonus Sampler Stat Blocks 229


Gnolls
Gnoll Flesh Gnawer Elite Gnoll Hunter Elite
Medium humanoid (gnoll), chaotic evil Medium humanoid (gnoll), chaotic evil

Armor Class 15 (studded leather) Armor Class 14 (studded leather)


Hit Points 44 (8d8 + 8) Hit Points 33 (6d8 + 6)
Speed 30 ft. Speed 30 ft.

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)

Saving Throws Dex +5 Skills Perception +3, Stealth +4


Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 13
Languages Gnoll Languages Gnoll
Challenge 2 (450 XP) Challenge 1 (200 XP)

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.

Gnoll Elder Witherling Actions


Medium undead, chaotic evil Multiattack. The witherling makes two attacks: one with its bite
and one with its club, or two with its club.
Armor Class 12 (natural armor) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit Points 22 (4d8 + 4) Hit: 5 (1d4 + 3) piercing damage and if the target is a creature,
Speed 30 ft. it must succeed on a DC 11 Constitution saving throw against
disease or become poisoned until the disease is cured. For every
STR DEX CON INT WIS CHA 24 hours that elapses, the target must repeat the saving throw,
16 (+3) 8 (-1) 12 (+1) 5 (-3) 5 (-3) 5 (-3) reducing its hit point maximum by 2 (1d4) on a failure. The disease
is cured on a success. The target dies if the disease reduces its
Damage Immunities poison hit point maximum to 0. This reduction to the target's hit point
Condition Immunities exhausted, poisoned maximum lasts until the disease is cured.
Senses darkvision 60 ft., passive Perception 7 Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Languages understands Gnoll but can't speak Hit: 5 (1d4 +3) bludgeoning damage.
Challenge 1 (200 XP)
Actions
Rampage. When the witherling reduces a creature to 0 hit points Vengeful Strike. In response to a gnoll being reduced to 0 hit
with a melee attack on its turn, the witherling can take a bonus points within 30 feet of the witherling, the witherling makes a
action to move up to half its speed and make a bite attack. melee attack.

230 Chapter 3. Bonus Sampler Stat Blocks


Hobgoblins

Hobgoblin Devastator Elite


Medium humanoid (goblinoid), lawful evil
Hobgoblin Iron Shadow Elite
Armor Class 13 (studded leather) Medium humanoid (goblinoid), lawful evil
Hit Points 67 (9d8 + 27)
Speed 30 ft. Armor Class 15
Hit Points 52 (8d8 + 16)
STR DEX CON INT WIS CHA Speed 40 ft.
13 (+1) 12 (+1) 16 (+3) 16 (+3) 13 (+1) 11 (+0)
STR DEX CON INT WIS CHA
Skills Arcana +6 14 (+2) 16 (+3) 15 (+2) 16 (+3) 15 (+2) 11 (+0)
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin Skills Acrobatics +5, Athletics +4, Stealth +5
Challenge 5 (1,800 XP) Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin
Arcane Advantage. Once per turn, the hobgoblin can deal an extra Challenge 3 (700 XP)
7 (2d6) damage to a creature it hits with a damaging spell attack if
that target is within 5 feet of an ally of the hobgoblin and that ally Combat Advantage. Once during its turn when the hobgoblin hits a
isn’t incapacitated. target with a weapon attack and has advantage on the attack roll, it
deals an extra 3 (1d6) damage.
Army Arcana. When the hobgoblin casts a spell that causes damage
or that forces other creatures to make a saving throw, it can choose Spellcasting. The hobgoblin is a 4th-level spellcaster. Its spellcasting
itself and any number of allies to be immune to the damage caused ability is Intelligence (spell save DC 13, +5 to hit with spell attacks).
by the spell and to succeed on the required saving throw. It has the following wizard spells prepared:
Cantrips (at will): minor illusion, prestidigitation, true strike
Devastating Spell (1/Day). When the hobgoblin casts a spell from
1st level (4 slots): charm person, disguise self, expeditious retreat,
the 1st-level slot, it can choose to make this spell deal maximum
silent image
damage.
2nd level (3 slots): blur, darkness, shadow blade
Distracting Magic. When the hobgoblin hits a creature with a
Unarmored Defense. While the hobgoblin is wearing no armor and
damaging spell attack, the next attack roll made against the target wielding no shield, its AC includes its Wisdom modifier.
before the end of its next turn has advantage.
Spellcasting. The hobgoblin is a 9th-level spellcaster. Its spellcasting
Actions
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Multiattack. The hobgoblin makes four attacks, each of which can
It has the following wizard spells prepared: be an unarmed strike or a dart attack. It can also use Shadow Jaunt
Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp once, either before or after one of the attacks.
1st level (4 slots): fog cloud, magic missile, thunderwave Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray target. Hit: 5 (1d4 + 3) bludgeoning damage.
3rd level (3 slots): fireball, fly, lightning bolt
4th level (3 slots): arcane eye, ice storm, vitriolic sphere Dart. Ranged Weapon Attack. +5 to hit, range 20/60 ft., one target.
5th level (1 slot): stoneskin Hit: 5 (1d4 + 3) piercing damage.
Shadow Jaunt. The hobgoblin magically teleports, along with any
Actions equipment it is wearing or carrying, up to 30 feet to an unoccupied
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. space it can see. It then has advantage on the first melee attack it
Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning makes before the end of the turn. Both the space it is leaving and its
damage if used with two hands. destination must be in dim light or darkness.

Chapter 3. Bonus Sampler Stat Blocks 231


Kobolds
Kobold Dragonshield Elite Kobold Elder Scale Sorcerer
Small humanoid (kobold), chaotic evil Small humanoid (kobold), chaotic evil

Armor Class 18 (scale mail, shield) Armor Class 16 (natural armor)


Hit Points 78 (12d8 + 24) Hit Points 58 (9d8 + 18)
Speed 30 ft. Speed 30 ft.

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)

Skills Perception +1 Skills Perception +2


Damage Resistance see Dragon's Resistance Senses darkvision 60 ft., passive Perception 12
Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic
Languages Common, Draconic Challenge 4 (1,100 XP)
Challenge 3 (700 XP)
Spellcasting. The kobold is a 7th-level spellcaster. Its spellcasting
Dragon’s Resistance. The kobold has resistance to a type of damage ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It
based on the color of dragon that invested it with power (choose or has the following sorcerer spells prepared:
roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, Cantrips (at will): fire bolt, mage hand, mending, poison spray
lightning (blue); 9–10, poison (green). 1st level (4 slots): charm person, chromatic orb, expeditious retreat
Heart of the Dragon. If the kobold is frightened or paralyzed by an 2nd level (3 slots): dragon's breath, invisibility, misty step
effect that allows a saving throw, it can repeat the save at the start of 3rd level (3 slots): fireball, lightning bolt
its turn to end the effect on itself and all kobolds within 30 feet of it. 4th level (1 slots): sickening radiance
Any kobold that benefits from this trait (including the dragonshield) Sorcery Points. The kobold has 7 sorcery points. It regains all its
has advantage on its next attack roll. spent sorcery points when it finishes a long rest. It can spend its
Pack Tactics. The kobold has advantage on an attack roll against sorcery points on the following options:
a creature if at least one of the kobold’s allies is within 5 feet of the Heightened Spell: When it casts a spell that forces a creature to
creature and the ally isn’t incapacitated. make a saving throw to resist the spell’s effects, the kobold can
Shield Charge. If the kobold moves at least 10 feet straight toward spend 3 sorcery points to give one target of the spell disadvantage
a target and then hits it with its shield slam attack on the same turn, on its first saving throw against the spell.
the target takes an extra 2 (1d4) bludgeoning damage. lf the target is Quickened Spell: When the kobold casts a spell that has a casting
a Medium or smaller creature, it must succeed on a DC 12 Strength time of 1 action, it can spend 2 sorcery points to change the casting
saving throw or be knocked prone. time to 1 bonus action for this casting.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery
on attack rolls, as well as on Wisdom (Perception) checks that rely point to cast the spell without any somatic or verbal components.
on sight. Pack Tactics. The kobold has advantage on an attack roll against a
creature if at least one of the kobold’s allies is within 5 feet of the
Actions creature and the ally isn’t incapacitated.
Multiattack. The kobold makes three melee attacks. Shifty. The kobold can take a bonus action to take the Disengage
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or action.
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
(1d8 + 2) piercing damage if used with two hands to make a melee on attack rolls, as well as on Wisdom (Perception) checks that rely
attack. on sight.
Shield Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Reaction range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Protection. When a creature the kobold can see attacks a target Tiamat's Breath (1/Day). The kobold chooses from acid, cold, fire,
other than itself within 5 feet of it, the kobold imposes disadvantage lightning, or poison and expends a spell slot. The kobold exhales
on the attack roll. energy of the chosen type in a 30-foot cone. Each creature in that
area must make a DC 12 Dexterity saving throw, taking 3d6 damage
of the chosen energy type per spell slot level on a failed save, or half
as much damage on a successful one.

232 Chapter 3. Bonus Sampler Stat Blocks


Korred Elder Rhyme of Calling. The korred can use a bonus action to target up
to two creatures within 30 feet of it that can hear it. Each target can
Small fey, chaotic neutral
use their reaction to move up to half its speed without provoking
opportunity attacks.
Armor Class 17 (natural armor)
Hit Points 136 (16d6 + 80) Stone Camouflage. The korred has advantage on Dexterity
Speed 30 ft., burrow 30 ft. (Stealth) checks made to hide in rocky terrain.
Stone’s Strength. While on the ground, the korred deals 2 extra
STR DEX CON INT WIS CHA dice of damage with any weapon attack (included in its attacks).
24 (+7) 14 (+2) 20 (+5) 10 (+0) 16 (+3) 9 (-1)
Actions
Skills Athletics +11, Perception +7, Stealth +6 Multiattack. The korred makes two attacks with its greatclub or
Damage Resistances bludgeoning, piercing, and slashing from hurls two rocks. It can use Hair Slam in place of one of its attacks.
nonmagical attacks
Senses darkvision 120 ft., tremorsense 120 ft., passive Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Perception 17 Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning
Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon damage if the korred is on the ground.
Challenge 9 (5,000 XP) Hair Slam. The korred slams a creature grappled by its hair into
another creature it can see within 30 feet of it or a solid surface.
Command Hair. The korred has at least one 50-foot-long rope Each creature must succeed on a DC 14 Strength saving throw or
woven out of its hair. As a bonus action, the korred commands one take 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning
such rope within 30 feet of it to move up to 20 feet and entangle a damage if the korred is on the ground, and be stunned until the
Large or smaller creature that the korred can see. The target must end of the korred's next turn. On a successful save, the target takes
succeed on a DC 14 Dexterity saving throw or become grappled half the bludgeoning damage and isn't stunned.
by the rope (escape DC 14). Until this grapple ends, the target is
restrained. The korred can use a bonus action to release the target, Fool's Dance. The korred chooses a creature it can see within
which is also freed if the korred dies or becomes incapacitated. 30 feet of it. The target must make a DC 15 Wisdom saving
throw. On a failed save, it takes 13 (3d8) psychic damage and
A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit must immediately use its reaction to perform a comical dance
point at the start of each of the korred’s turns while it has at least 1 (shuffling, tapping its feet, and capering) and move as far as half its
hit point and the korred is alive. If the rope drops to 0 hit points, it is speed allows away from the korred. This movement will provoke
destroyed. opportunity attacks. On a successful save, the target takes half as
Innate Spellcasting. The korred’s innate spellcasting ability is much damage and doesn’t dance and move away. Creatures that
Wisdom (save DC 15). It can innately cast the following spells, can't be charmed are immune to this feature.
requiring no components:
Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one
At will: commune with nature, meld into stone, stone shape target. Hit: 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6)
1/day each: conjure elemental (as 6th-level spell; galeb duhr, bludgeoning damage if the korred is on the ground.
gargoyle, earth elemental, or xorn only), Otto’s irresistible dance

Chapter 3. Bonus Sampler Stat Blocks 233


Mindflayers
Mindflayer Alhoon, Ancient Cantrips (at will): chill touch, dancing lights, mage hand,
prestidigitation, shocking grasp
Medium undead, any evil alignment
1st level (4 slots): detect magic, disguise self, magic missile, shield
Armor Class 15 (natural armor) 2nd level (3 slots): invisibility, mirror image, scorching ray
Hit Points 150 (20d8 + 60) 3rd level (3 slots): counterspell, fly, lightning bolt
Speed 30 ft. 4th level (3 slots): confusion, Evard’s black tentacles, phantasmal
killer
STR DEX CON INT WIS CHA 5th level (2 slots): modify memory, wall of force
11 (+0) 12 (+1) 16 (+3) 20 (+5) 17 (+3) 17 (+4) 6th level (1 slot): disintegrate, globe of invulnerability
Turn Resistance. The alhoon has advantage on saving throws
Saving Throws Con +8, Int +10, Wis +8, Cha +9 against any effect that turns undead.
Skills Arcana +10, Deception +9, History +10, Insight +8,
Perception +8, Stealth +6 Actions
Damage Resistances cold, lightning, necrotic Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target.
Damage Immunities poison; bludgeoning, piercing, and slashing Hit: 10 (3d6) cold damage.
from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, Mind Blast (Recharge 5–6). The alhoon magically emits psychic
poisoned energy in a 60-foot cone. Each creature in that area must succeed
Senses truesight 120 ft., passive Perception 18 on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic
Languages Deep Speech, Undercommon, telepathy 120 ft. damage and be stunned for 1 minute. A target can repeat the saving
Challenge 13 (10,000 XP) throw at the end of each of its turns, ending the effect on itself on a
success.

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.

234 Chapter 3. Bonus Sampler Stat Blocks


Mindwitness, Elder Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 30 (6d8 + 3) psychic damage. If the target is Large or
Huge Aberration, lawful evil
smaller, it is grappled (escape DC 15) and must succeed on a DC
15 Intelligence saving throw or be stunned until this grapple ends.
Armor Class 16 (natural armor)
Hit Points 126 (12d12 + 48) Eye Rays. The mindwitness shoots three of the following magical
Speed 0 ft., fly 20 ft. (hover) eye rays at random (reroll duplicates), choosing one to three targets
it can see within 120 feet of it:
STR DEX CON INT WIS CHA 1. Aversion Ray. The targeted creature must make a DC
14 (+2) 14 (+2) 18 (+4) 16 (+3) 16 (+3) 10 (+0) 15 Charisma saving throw. On a failed save, the target has
disadvantage on attack rolls for 1 minute. The target can repeat
Saving Throws Int +7, Wis +7 the saving throw at the end of each of its turns, ending the effect on
Skills Perception +11 itself on a success.
Condition Immunities prone 2. Fear Ray. The targeted creature must succeed on a DC 15
Senses darkvision 120 ft., passive Perception 21 Wisdom saving throw or be frightened for 1 minute. The target can
Languages Deep Speech, Undercommon, telepathy 600 ft. repeat the saving throw at the end of each of its turns, ending the
Challenge 9 (5,000 XP) effect on itself on a success.
3. Psychic Ray. The target must succeed on a DC 15 Intelligence
Telepathic Hub. When the mindwitness receives a telepathic saving throw or take 27 (6d8) psychic damage.
message, it can telepathically share that message with up to seven
4. Slowing Ray. The targeted creature must make a DC 15
other creatures within 600 feet of it that it can see.
Dexterity saving throw. On a failed save, the target’s speed is halved
Actions for 1 minute. In addition, the creature can’t take reactions, and it
Multiattack. The mindwitness makes two attacks: one with its can take either an action or a bonus action on its turn but not both.
tentacles and one with its bite. The creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
5. Stunning Ray. The targeted creature must succeed on a DC 15
Hit: 23 (6d6 + 2) piercing damage.
Constitution saving throw or be stunned for 1 minute. The target
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one can repeat the saving throw at the start of each of its turns, ending
incapacitated humanoid grappled by the mindwitness. Hit: 55 the effect on itself on a success.
(10d10) piercing damage. If this damage reduces the target to 0 hit 6. Telekinetic Ray. If the target is a creature, it must make a DC 15
points, the mindwitness kills the target by extracting and devouring Strength saving throw. On a failed save, the mindwitness moves
its brain. it up to 30 feet in any direction, and it is restrained by the ray’s
Mind Blast (Recharge 6). The mindwitness magically emits psychic telekinetic grip until the start of the mindwitness’s next turn or until
energy in a 60-foot cone. Each creature in that area must succeed the mindwitness is incapacitated.
on a DC 15 Intelligence saving throw or take 21 (4d8 + 3) psychic If the target is an object weighing 300 pounds or less that isn’t
damage and be stunned for 1 minute. A target can repeat the saving being worn or carried, it is telekinetically moved up to 30 feet
throw at the end of each of its turns, ending the effect on itself on a in any direction. The mindwitness can also exert fine control on
success. objects with this ray, such as manipulating a simple tool or opening
a door or a container.

Chapter 3. Bonus Sampler Stat Blocks 235


Salamander, Frost

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.

236 Chapter 3. Bonus Sampler Stat Blocks


Yugoloth

Canoloth Yowler
Medium fiend (yugoloth), neutral evil

Armor Class 17 (natural armor)


Hit Points 170 (20d8 + 80)
Speed 50 ft.
Dhergoloth Chatterer
STR DEX CON INT WIS CHA Medium fiend (yugoloth), neutral evil
18 (+4) 10 (+0) 18 (+4) 5 (-3) 18 (+4) 12 (+1)
Armor Class 16 (natural armor)
Skills Investigation +5, Perception +12 Hit Points 161 (17d8 + 85)
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and Speed 30 ft.
slashing from nonmagical attacks
Damage Immunities acid, poison STR DEX CON INT WIS CHA
Condition Immunities poisoned 18 (+4) 10 (+0) 20 (+5) 7 (-2) 10 (+0) 9 (-1)
Senses darkvision 60 ft., truesight 120 ft., passive Perception 22
Languages Abyssal, Infernal, telepathy 60 ft. Saving Throws Str +8
Challenge 10 (5,900 XP) Damage Resistances cold, fire, lightning; bludgeoning, piercing, and
slashing from nonmagical attacks
Dimensional Lock. Other creatures can’t teleport to or from a space Damage Immunities acid, poison
within 60 feet of the canoloth. Any attempt to do so is wasted. Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 10
Innate Spellcasting. The canoloth's innate spellcasting ability is
Languages Abyssal, Infernal, telepathy 60 ft.
Charisma (spell save DC 14). The canoloth can innately cast the
Challenge 9 (5,000 XP)
following spells, requiring no material components:
At-will: darkness, detect good and evil, detect magic
Innate Spellcasting. The dhergoloth’s innate spellcasting ability
3/day: dispel magic
is Charisma (spell save DC 11). It can innately cast the following
Magic Resistance. The canoloth has advantage on saving throws spells, requiring no material components:
against spells and other magical effects. At will: darkness, fear
Magic Weapons. The canoloth’s weapon attacks are magical. 3/day: sleep

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.

Chapter 3. Bonus Sampler Stat Blocks 237


Hydroloth Elder of one of these attacks, it can cast one spell that takes 1 action to
cast.
Large fiend (yugoloth), neutral evil
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Armor Class 16 (natural armor) Hit: 18 (3d8 + 5) slashing damage.
Hit Points 231 (22d10 + 110)
Speed 20 ft., swim 40 ft. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
21 (3d10 + 5) piercing damage.
STR DEX CON INT WIS CHA Steal Memory (1/Day). The hydroloth targets one creature it can
16 (+3) 21 (+5) 20 (+5) 20 (+5) 12 (+1) 14 (+2) see within 60 feet of it. The target takes 4d6 psychic damage,
and it must make a DC 18 Intelligence saving throw. On a
Skills Insight +6, Perception +6 successful save, the target becomes immune to this hydroloth’s
Damage Vulnerabilities fire Steal Memory for 24 hours. On a failed save, the target loses all
Damage Resistances cold, lightning; bludgeoning, piercing, and proficiencies, it can’t cast spells, it can’t understand language,
slashing from nonmagical attacks and if its Intelligence and Charisma scores are higher than 5,
Damage Immunities acid, poison they become 5. Each time the target finishes a long rest, it can
Condition Immunities poisoned repeat the saving throw, ending the effect on itself on a success.
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15
A greater restoration or remove curse spell cast on the target
Languages Abyssal, Infernal, telepathy 60 ft.
ends this effect early.
Challenge 13 (10,000 XP)
Stunning Croak (Recharge 5-6). The hydroloth emits a magical
Amphibious. The hydroloth can breathe air and water. stupefying croak. Each creature not a yugoloth within 20 feet of
the hydroloth and can hear the hydroloth must succeed on a DC
Innate Spellcasting. The hydroloth’s innate spellcasting ability is
18 Constitution saving throw or be stunned until the end of its
Intelligence (spell save DC 18). It can innately cast the following
spells, requiring no material components:
next turn. When the hydroloth uses Multiattack and Stunning
Croak is available, it can use Stunning Croak in place of its bite
At will: darkness, detect magic, dispel magic, invisibility (self only),
attack.
water walk
3/day each: control water, crown of madness, fear, phantasmal killer, Teleport. The hydroloth magically teleports, along with
suggestion any equipment it is wearing or carrying, up to 60 feet to an
Magic Resistance. The hydroloth has advantage on saving throws unoccupied space it can see.
against spells and other magical effects. Legendary Actions
Magic Weapons. The hydroloth’s weapon attacks are magical. The hydroloth gains 3 legendary actions, choosing from the options
Secure Memory. The hydroloth is immune to the waters of the River below. Only one legendary action option can be used at a time and
Styx as well as any effect that would steal or modify its memories or only at the end of another creature's turn. The hydroloth regains
detect or read its thoughts. spent legendary actions at the start of its turn.
Leap. The hydroloth moves up to its speed without provoking
Watery Advantage. While submerged in liquid, the hydroloth has
attacks. The hydroloth can move through Large or smaller
advantage on attack rolls.
creatures and objects during this movement.
Actions Claws (Costs 2 Actions). The hydroloth attacks with its claws.
Phantasm (Costs 2 Actions). The hydroloth casts crown of
Multiattack. The hydroloth makes two melee attacks. In place madness, fear, or phantasmal force.

238 Chapter 3. Bonus Sampler Stat Blocks


Yagnoloth Warmaster Life Leech. The yagnoloth touches one incapacitated creature within
Large fiend (yugoloth), neutral evil 15 feet of it. The target takes 37 (8d8 + 5) necrotic damage, and the
yagnoloth gains temporary hit points equal to half the damage dealt.
The target must succeed on a DC 19 Constitution saving throw, or
Armor Class 18 (natural armor)
its hit point maximum is reduced by an amount equal to the damage
Hit Points 184 (16d10 + 96)
taken. This reduction lasts until the target finishes a long rest, and
Speed 40 ft.
the target dies if its hit point maximum is reduced to 0.
STR DEX CON INT WIS CHA Battlefield Cunning (Recharge 4-6). Up to two allied yugoloths
20 (+5) 14 (+2) 22 (+6) 16 (+3) 16 (+3) 18 (+4) within 60 feet of the yagnoloth that can hear it can use their
reactions to make one melee attack each.
Saving Throws Dex +7, Int +8, Wis +8, Cha +9 Teleport. The yagnoloth magically teleports, along with any
Skills Deception +9, Insight +8, Perception +8, Persuasion +9 equipment it is wearing or carrying, up to 60 feet to an unoccupied
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and space it can see.
slashing from nonmagical attacks
Damage Immunities acid, poison Tol-Kendar (Recharge 6). The yagnoloth magically summons
Condition Immunities poisoned its tol-kendar, a huge and wicked-looking 15-foot polearm. The
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18 weapon appears instantly in the yagnoloth's massive arm hand. The
Languages Abyssal, Infernal, telepathy 60 ft. yagnoloth moves up to its walking speed in a straight line and targets
Challenge 15 (13,000 XP) each creature within 30 feet of it during its movement. Each target
must succeed on a DC 18 Dexterity saving throw or take 33 (8d6
+ 5) slashing damage. The tol-kendar disappears at the end of the
Battle Tactician. The yagnoloth learns three maneuvers (distracting yagnoloth's turn.
strike, maneuvering attack, and menacing attack) and gains four d8
superiority dice from the Fighter class's Battle Master archetype. Legendary Actions
The yagnoloth's Maneuver ability is Strength (Maneuver save The yagnoloth gains 3 legendary actions, choosing from the options
DC 18). below. Only one legendary action option can be used at a time and
Innate Spellcasting. The yagnoloth’s innate spellcasting ability only at the end of another creature's turn. The yagnoloth regains
is Charisma (spell save DC 17). It can innately cast the following spent legendary actions at the start of its turn.
spells, requiring no material components: Teleport. The yagnoloth uses Teleport.
At will: darkness, detect magic, dispel magic, invisibility (self only), Elecrify (Costs 2 Actions). The yagnoloth uses Electrified Touch.
suggestion Massive Arm (Costs 2 Actions). The yagnoloth attacks with its
3/day: lightning bolt Massive Arm.
Lightning Bolt (Costs 3 Actions). The yagnoloth casts lightning bolt,
Magic Resistance. The yagnoloth has advantage on saving throws if available.
against spells and other magical effects.
Magic Weapons. The yagnoloth’s weapon attacks are magical..

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.

Chapter 3. Bonus Sampler Stat Blocks 239


CHARACTER OPTIONS
TALENTS

AVAILABLE NOW!

Mannix 'Dragonix' Manansala


Over 230 Talents To Spice Up Your Characters!
MONSTER MANUAL EXPANDED

AVAILABLE NOW!

Mannix 'Dragonix' Manansala

a 325+ page supplement to the monster manual


that adds over 475 creature stat blocks!
MONSTER MANUAL EXPANDED II

AVAILABLE NOW!

Mannix 'Dragonix' Manansala

an incredible 300+ page supplement to the monster manual,


volo's guide to monsters, and mordenkainen's tome of foes!
INTO THE
DRAGON’S MAW

AVAILABLE NOW!

Mannix 'Dragonix' Manansala


An Exciting Adventure with a Twist
for Characters of 4th to 6th level
THANK YOU FOR PUCHASING
THIS BOOK! IF YOU ENJOYED IT,
PLEASE LEAVE A REVIEW!
Index
Abishai Black, 109 Drow Matron Mother, 133 Kobold Inventor, 41 Soul Monger, 179
Abishai, Blue, 110 Drow Shadowblade, 134 Kobold Scale Sorcerer, 41 Spawn of Kyuss, 59
Abishai, Green, 111 Duergar Despot, 135 Korred, 41 Spirit Troll, 197
Abishai, Red, 112 Duergar Hammerer, 136 Kruthik Hive Lord, 165 Spring Eladrin, 143
Abishai, White, 113 Duergar Kavalrachni, 136 Leucrotta, 43 Starspawn Grue, 186
Adult Oblex, 172 Duergar Mind Master, 137 Leviathan, 146 Starspawn Hulk, 186
Air Myrmidon, 150 Duergar Screamer, 137 Marut, 165 Starspawn Larva Mage, 188
Alhoon, 44 Duergar Soulblade, 138 Maurezhi, 84 Starspawn Mangler, 189
Alkilith, 81 Duergar Stone Guard, 138 Maw Demon, 15 Starspawn Seer, 190
Allip, 68 Duergar Warlord, 139 Meazel, 168 Steel Predator, 191
Amnizu, 114 Duergar Xarrorn, 139 Meenlock, 43 Stegosaurus, 19
Annis Hag, 36 Dybbuk, 84 Merregon, 116 Stone Cursed, 193
Armanite, 82 Earth Myrmidon, 151 Merrenoloth, 203 Stone Defender, 77
Astral Dreadnought, 69 Eidolon, 140 Mindwitness, 48 Stone Giant Dream- walker,
Autumn Eladrin Elder Brain, 46 Moloch, 124 29
Babau, 14 Elder Oblex, 172 Molydeus, 86 Storm Giant Quintessent, 30
Bael, 119 Elder Tempest, 149 Morkoth, 49 Summer Eladrin, 144
Balhannoth, 70 Fire Giant Dreadnought, 26 Mouth of Grolantor, 28 Tanarukk, 56
Baphomet, 91 Fire Myrmidon, 152 Nabassu, 88 The Angry, 182
Barghest, 7 Firenewt Warrior, 20 Nagpa, 168 The Hungry, 183
Berbalang, 72 Flail Snail, 22 Narzugon, 116 The Lonely, 184
Bheur Hag, 37 Flind, 32 Neogi Master, 51 The Lost, 185
Bodak, 9 Fraz-Urb’luu, 96 Neogi, 51 The Wretched, 186
Boggle, 10 Froghemoth, 22 Neothelid, 52 Titivilus, 125
Boneclaw, 72 Frost Giant Everlasting One, Nightwalker, 169 Tlincalli, 60
Brontosaurus, 18 27 Nilbog, 53 Tortle, 194
Bronze Scout, 75 Gauth, 8 Nupperibo, 118 Trapper, 61
Bulezau, 83 Gazer, 9 Oaken Bolter, 76 Ulitharid, 47
Cadaver Collector, 73 Geryon, 121 Oblex Spawn, 171 Vampiric Mist, 199
Canoloth, 200 Giant Strider, 21 Ogre Battering Ram, 173 Vargouille, 61
Catoblepas, 10 Giff, 154 Ogre Bolt Launcher, 173 Vegepygmy Chief, 62
Cave Fisher, 11 Girallon, 31 Ogre Chain Brute, 174 Venom Troll, 198
Chitine, 12 Githyanki Gish, 155 Ogre Howdah, 174 Warlock of Imix, 21
Choker, 75 Githyanki Kith'rak, 156 Oinoloth, 203 Warrior, 194
Choldrith, 12 Githyanki Supreme Orc Blade of Ilneval, 54 Wastrilith, 90
Cloud Giant Smiling One, Commander, 158 Orc Claw of Luthic, 55 Water Myrmidon, 153
25 Githzerai, Anarch, 160 Orc Hand of Yurtrus, 55 Winter Eladrin, 145
Commander, 193 Githzerai, Enlightened, 161 Orc Nurtured One, 56 Wood Woad, 62
Corpse Flower, 77 Gloom Weaver, 177 Orc Red Fang, 56 Xvart Warlock, 63
Cranium Rats, Swarm of Gnoll Flesh Gnawer, 33 Orcus, 101 Yagnoloth, 204
Darklings Gnoll Hunter, 33 Orthon, 118 Yeenoghu, 104
Death Kiss Gnoll Witherling, 34 Phoenix, 148 Yeth Hound, 64
Deathlock Mastermind, 79 Gray Render, 162 Quetzalcoatlus, 19 Yuan-ti Anathema, 64
Deathlock Wight, 80 Graz'zt, 97 Quickling, 56 Yuan-ti Broodguard, 66
Deathlock, 79 Grung Elite Warrior, 35 Redcap, 57 Yuan-ti Mind Whisperer, 66
Deep Scion, 14 Grung Wildling, 35 Retriever, 175 Yuan-ti Nightmare Speaker,
Deinonychus, 18 Grung, 34 Rot Troll, 196 66
Derro Savant, 108 Guard Drake, 35 Rutterkin, 89 Yuan-ti Pit Master, 67
Derro, 108 Hellfire Engine, 114 Sacred Statue, 140 Zaratan, 149
Devourer, 17 Hobgoblin Devastator, 38 Salamander, Frost, 176 Zariel, 126
Dhergoloth, 201 Hobgoblin Iron Shadow, 38 Sea Spawn, 58 Zuggtmoy, 106
Dimetrodon, 18 Howler, 163 Shadow Dancer, 178
Dire Troll, 195 Hutijin, 122 Shadow Mastiff, 58
Draegloth, 20 Hydroloth, 201 Shoosuva, 16
Drow Arachnomancer, 130 Iron Cobra, 76 Sibriex, 89
Drow Favored Consort, 130 Juiblex, 99 Skulk, 180
Drow House Captain, 131 Ki-Rin, 39 Skull Lord, 180
Drow Inquisitor, 132 Kobold Dragonshield, 40 Slithering Tracker, 59

You might also like