Aboleth

Large aberration, lawful evil

Armor Class

17 (natural armour)

Hit Points

135 (18d10 + 36)

Speed

10 ft., swim 40 ft.

Saving Throws

Con +6, Int +8, Wis +6

Skills

History +12, Perception +10

Senses

darkvision 120 ft., passive Perception 20

Languages

Deep Speech, telepathy 120 ft.

Challenge

10 (5,900 XP)

Amphibious:

The aboleth can breathe air and water.

Mucous Cloud:

While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy:

If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature.

Actions

Multiattack:

The aboleth makes three tentacle attacks.

Tentacle:

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail:

Ranged Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day):

The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically Charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The Charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the Charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions

The aboleth can take 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 aboleth regains spent legendary actions at the start of its turn.

Detect:

The aboleth makes a Wisdom (Perception) check.

Tail Swipe:

The aboleth makes one tail attack.

Psychic Drain (Costs 2 Actions):

One creature Charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

Androsphinx

Large monstrosity, lawful neutral

Armor Class

17 (natural armour)

Hit Points

199 (19d10 + 95)

Speed

40 ft., fly 60 ft.

Saving Throws

Dex +6, Con +11, Int +9, Wis +10

Skills

Arcana +9, Perception +10, Religion +15

Damage Immunities

psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

Charmed, Frightened

Senses

truesight 120 ft., passive Perception 20

Languages

Common, Sphinx

Challenge

17 (18,000 XP)

Inscrutable:

The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.

Magic Weapons:

The sphinx’s weapon attacks are magical.

Spellcasting:

The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

Cantrips (at will):

Sacred Flame, Spare the Dying, Thaumaturgy

1st level (4 slots):

Command, Detect Evil and Good, Detect Magic

2nd level (3 slots):

Lesser Restoration, Zone of Truth

3rd level (3 slots):

Dispel Magic, Tongues

4th level (3 slots):

Banishment, Freedom of Movement

5th level (2 slots):

Flame Strike, Greater Restoration

6th level (1 slot):

Heroes' Feast

Actions

Multiattack:

The sphinx makes two claw attacks.

Claw:

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Roar (3/Day):

The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

First Roar:

Each creature that fails a DC 18 Wisdom saving throw is 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.

Second Roar:

Each creature that fails a DC 18 Wisdom saving throw is Deafened and Frightened for 1 minute. A Frightened creature is Paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Roar:

Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked Prone. On a successful save, the creature takes half as much damage and isn’t knocked Prone.

Legendary Actions

The sphinx can take 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 sphinx regains spent legendary actions at the start of its turn.

Claw Attack:

The sphinx makes one claw attack.

Teleport (Costs 2 Actions):

The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions):

The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Animated Armour

Medium construct, unaligned

Armor Class

18 (natural armour)

Hit Points

33 (6d8 + 6)

Speed

25 ft.

Damage Immunities

poison, pyschic

Condition Immunities

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 6

Languages

Challenge

1 (200 XP)

Antimagic Susceptibility:

The armor is Incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall Unconscious for 1 minute.

False Appearance:

While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack:

The armour makes two melee attacks.

Slam:

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

Ankheg

Large monstrosity, unaligned

Armor Class

14 (natural armour), 11 while Prone

Hit Points

39 (6d10 + 6)

Speed

30 ft., burrow 10 ft.

Senses

darkvision 60 ft., tremorsense 60 ft., passive Perception 11

Languages

Challenge

2 (450 XP)

Actions

Bite:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is Grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the Grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6):

The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature Grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Ape

Medium beast, unaligned

Armor Class

12

Hit Points

19 (3d8 + 6)

Speed

30 ft., climb 30 ft.

Skills

Athletics +5, Perception +3

Senses

passive Perception 13

Languages

Challenge

1/2 (100 XP)

Actions

Multiattack:

The ape makes two fist attacks.

Fist:

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

Rock:

Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Ape, Giant

Huge beast, unaligned

Armor Class

12

Hit Points

157 (15d12 + 60)

Speed

40 ft., climb 40 ft.

Skills

Athletics +9, Perception +4

Senses

passive Perception 14

Languages

Challenge

7 (2,900 XP)

Actions

Multiattack:

The ape makes two fist attacks.

Fist:

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Rock:

Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.

Axe Beak

Large beast, unaligned

Armor Class

11

Hit Points

19 (3d10 + 3)

Speed

50 ft.

Senses

passive Perception 10

Languages

Challenge

1/4 (50 XP)

Actions

Beak:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.

Azer

Medium elemental, lawful neutral

Armor Class

17 (natural armour, shield)

Hit Points

39 (6d8 + 12)

Speed

30 ft.

Saving Throws

Con +4

Damage Immunities

fire, poison

Condition Immunities

Poisoned

Senses

passive Perception 11

Languages

Ignan

Challenge

2 (450 XP)

Heated Body:

A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons:

When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination:

The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Warhammer:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.