11
22 (5d6 + 5)
10 ft., fly 30ft.
Stealth +3
blindsight 60 ft., passive Perception 10
—
1/2 (100 XP)
The darkmantle can’t use its blindsight while Deafened.
While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also Blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
12
39 (6d8 + 12)
40 ft.
Perception +5, Stealth +4
darkvision 120 ft., passive Perception 15
—
1 (200 XP)
The dog has advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, or knocked Unconscious.
The dog makes two bite attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become Poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog’s heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone.
13
4 (1d8)
50 ft.
passive Perception 12
—
0 (10 XP)
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
17 (natural armour)
136 (16d8 + 64)
30 ft., fly 90 ft.
Wis +9, Cha +9
Insight +9, Perception +9
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Charmed, Exhaustion, Frightened
darkvision 120 ft., passive Perception 19
all, telepathy 120 ft.
10 (5,900 XP)
The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
The deva’s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
Detect Evil and Good
Commune, Raise Dead
The deva has advantage on saving throws against spells and other magical effects.
The deva makes two melee attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva’s choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
17 (natural armour)
161 (14d10 + 84)
30 ft., fly 90 ft.
Dex +6, Wis +7, Cha +9
lightning, thunder
darkvision 120 ft., passive Perception 13
Auran
11 (7,200 XP)
If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Detect Evil and Good, Detect Magic, Thunderwave
Create Food and Water (can create wine instead of water), Tongues, Wind Walk
Conjure Elemental (air elemental only), Creation, Gaseous Form, Invisibility, Major Image, Plane Shift
The djinni makes three scimitar attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).
A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be Restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures Restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
A creature can use its action to free a creature Restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer Restrained and moves to the nearest space outside the whirlwind.
14
52 (8d8 + 16)
30 ft.
Deception +6, Insight +3
Charmed
darkvision 60 ft., passive Perception 13
Common
3 (700 XP)
The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
In the first round of combat, the doppelganger has advantage on attack rolls against any creature it has surprised.
If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
The doppleganger makes two melee attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
19 (natural armour)
195 (17d12 + 85)
40 ft., fly 80 ft., swim 40 ft.
Dex +7, Con +10, Wis +6, Cha +8
Perception +11, Stealth +7
acid
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Common, Draconic
14 (11,500 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
22 (natural armour)
367 (21d20 + 147)
40 ft., fly 80 ft., swim 40 ft.
Dex +9, Con +14, Wis +9, Cha +11
Perception +16, Stealth +9
acid
blindsight 60 ft., darkvision 120 ft., passive Perception 26
Common, Draconic
21 (33,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
17 (natural armour)
33 (6d8 + 6)
30 ft., fly 60 ft., swim 30 ft.
Dex +4, Con +3, Wis +2, Cha +3
Perception +4, Stealth +4
acid
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
2 (450 XP)
The dragon can breathe air and water.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
18 (natural armour)
127 (15d10 + 45)
40 ft., fly 80 ft., swim 40 ft.
Dex +5, Con +6, Wis +3, Cha +5
Perception +6, Stealth +5
acid
blindsight 30 ft., darkvision 120 ft., passive Perception 16
Common, Draconic
7 (2,900 XP)
The dragon can breathe air and water.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
19 (natural armour)
225 (18d12 + 108)
40 ft., burrow 30 ft., fly 80 ft.
Dex +5, Con +11, Wis +7, Cha +9
Perception +12, Stealth +5
lightning
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Common, Draconic
16 (15,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
22 (natural armour)
481 (26d20 + 208)
40 ft., burrow 40 ft., fly 80 ft.
Dex +7, Con +15, Wis +10, Cha +12
Perception +17, Stealth +7
lightning
blindsight 60 ft., darkvision 120 ft., passive Perception 27
Common, Draconic
23 (50,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
17 (natural armour)
52 (8d8 + 16)
30 ft., burrow 15 ft., fly 60 ft.
Dex +2, Con +4, Wis +2, Cha +4
Perception +4, Stealth +2
lightning
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
3 (700 XP)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
18 (natural armour)
152 (16d10 + 64)
40 ft., burrow 20 ft., fly 80 ft.
Dex +4, Con +8, Wis +5, Cha +7
Perception +9, Stealth +4
lightning
blindsight 30 ft., darkvision 120 ft., passive Perception 19
Common, Draconic
9 (5,000 XP)
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
18 (natural armour)
172 (15d12 + 75)
40 ft., burrow 30 ft., fly 80 ft.
Dex +5, Con +10, Wis +6, Cha +8
History +7, Perception +11, Persuasion +8, Stealth +5
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Common, Draconic
13 (10,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon uses one of the following breath weapons.
The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall Unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
20 (natural armour)
297 (17d20 + 119)
40 ft., burrow 40 ft., fly 80 ft.
Dex +6, Con +13, Wis +8, Cha +10
History +9, Perception +14, Persuasion +10, Stealth +6
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 24
Common, Draconic
20 (25,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon uses one of the following breath weapons:
The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall Unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
16 (natural armour)
16 (3d8 + 3)
30 ft., burrow 15 ft., fly 60 ft.
Dex +2, Con +3, Wis +2, Cha +3
Perception +4, Stealth +2
fire
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
1 (200 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
The dragon uses one of the following breath weapons.
The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall Unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
17 (natural armour)
110 (13d10 + 39)
40 ft., burrow 20 ft., fly 80 ft.
Dex +3, Con +6, Wis +3, Cha +5
Perception +6, Persuasion +5, Stealth +3
fire
blindsight 30 ft., darkvision 120 ft., passive Perception 16
Common, Draconic
6 (2,300 XP)
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The dragon uses one of the following breath weapons.
The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall Unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
19 (natural armour)
212 (17d12 + 102)
40 ft., fly 80 ft., swim 40 ft.
Dex +5, Con +11, Wis +7, Cha +9
Insight +7, Perception +12, Stealth +5
lightning
blindsight 60 ft., darkvision 120 ft., passive Perception 22
Common, Draconic
15 (13,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon uses one of the following breath weapons.
The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
22 (natural armour)
444 (24d20 + 192)
40 ft., fly 80 ft., swim 40 ft.
Dex +7, Con +15, Wis +10, Cha +12
Insight +10, Perception +17, Stealth +7
lightning
blindsight 60 ft., darkvision 120 ft., passive Perception 27
Common, Draconic
22 (41,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon uses one of the following breath weapons:
The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
17 (natural armour)
32 (5d8 + 10)
30 ft., fly 60 ft., swim 30 ft.
Dex +2, Con +4, Wis +2, Cha +4
Perception +4, Stealth +2
lightning
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
2 (450 XP)
The dragon can breathe air and water.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
The dragon uses one of the following breath weapons.
The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
18 (natural armour)
142 (15d10 + 60)
40 ft., fly 80 ft., swim 40 ft.
Dex +3, Con +7, Wis +4, Cha +6
Insight +4, Perception +7, Stealth +3
lightning
blindsight 30 ft., darkvision 120 ft., passive Perception 17
Common, Draconic
8 (3,900 XP)
The dragon can breathe air and water.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
The dragon uses one of the following breath weapons.
The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
18 (natural armour)
184 (16d12 + 80)
40 ft., climb 40 ft., fly 80 ft.
Dex +6, Con +10, Wis +7, Cha +8
Deception +8, Perception +12, Stealth +6
acid
blindsight 60 ft., darkvision 120 ft., passive Perception 22
Common, Draconic
15 (13,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon uses one of the following breath weapons.
The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the 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 last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
21 (natural armour)
350 (20d20 + 140)
40 ft., climb 40 ft., fly 80 ft.
Dex +8, Con +14, Wis +10, Cha +11
Deception +11, Perception +17, Stealth +8
acid
blindsight 60 ft., darkvision 120 ft., passive Perception 27
Common, Draconic
21 (33,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon uses one of the following breath weapons:
The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.
The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the 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 last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
16 (natural armour)
22 (4d8 + 4)
30 ft., climb 30 ft., fly 60 ft.
Dex +3, Con +3, Wis +2, Cha +3
Perception +4, Stealth +3
acid
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
1 (200 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
The dragon uses one of the following breath weapons.
The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the 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 last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
17 (natural armour)
119 (14d10 + 42)
40 ft., climb 40 ft., fly 80 ft.
Dex +4, Con +6, Wis +4, Cha +5
Deception +5, Perception +7, Stealth +4
acid
blindsight 30 ft., darkvision 120 ft., passive Perception 17
Common, Draconic
7 (2,900 XP)
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The dragon uses one of the following breath weapons.
The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.
The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the 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 last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
19 (natural armour)
256 (19d12 + 133)
40 ft., fly 80 ft., swim 40 ft.
Dex +8, Con +13, Wis +8, Cha +13
Insight +8, Perception +14, Persuasion +13, Stealth +8
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 24
Common, Draconic
17 (18,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon uses one of the following breath weapons.
The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
22 (natural armour)
546 (28d20 + 252)
40 ft., fly 80 ft., swim 40 ft.
Dex +9, Con +16, Wis +10, Cha +16
Insight +10, Perception +17, Persuasion +16, Stealth +9
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 27
Common, Draconic
24 (62,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon uses one of the following breath weapons:
The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
17 (natural armour)
60 (8d8 + 24)
30 ft., fly 60 ft., swim 30 ft.
Dex +4, Con +5, Wis +2, Cha +5
Perception +4, Stealth +4
fire
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
3 (700 XP)
The dragon can breathe air and water.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
The dragon uses one of the following breath weapons.
The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
18 (natural armour)
178 (17d10 + 85)
40 ft., fly 80 ft., swim 40 ft.
Dex +6, Con +9, Wis +5, Cha +9
Insight +5, Perception +9, Persuasion +9, Stealth +6
fire
blindsight 30 ft., darkvision 120 ft., passive Perception 17
Common, Draconic
10 (5,900 XP)
The dragon can breathe air and water.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
The dragon uses one of the following breath weapons.
The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
19 (natural armour)
207 (18d12 + 90)
40 ft., fly 80 ft., swim 40 ft.
Dex +6, Con +10, Wis +7, Cha +8
Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
poison
Poisoned
blindsight 60 ft., darkvision 120 ft., passive Perception 22
Common, Draconic
15 (13,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
21 (natural armour)
385 (22d20 + 154)
40 ft., fly 80 ft., swim 40 ft.
Dex +8, Con +14, Wis +10, Cha +11
Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
poison
Poisoned
blindsight 60 ft., darkvision 120 ft., passive Perception 27
Common, Draconic
22 (41,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
17 (natural armour)
38 (7d8 + 7)
30 ft., fly 60 ft., swim 30 ft.
Dex +3, Con +3, Wis +2, Cha +3
Perception +4, Stealth +3
poison
Poisoned
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
2 (450 XP)
The dragon can breathe air and water.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.
The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
18 (natural armour)
136 (16d10 + 48)
40 ft., fly 80 ft., swim 40 ft.
Dex +4, Con +6, Wis +4, Cha +5
Deception +5, Perception +7, Stealth +5
poison
Poisoned
blindsight 30 ft., darkvision 120 ft., passive Perception 17
Common, Draconic
8 (3,900 XP)
The dragon can breathe air and water.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
19 (natural armour)
256 (19d12 + 133)
40 ft., climb 40 ft., fly 80 ft.
Dex +6, Con +13, Wis +7, Cha +11
Perception +13, Stealth +6
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 23
Common, Draconic
17 (18,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
22 (natural armour)
546 (28d20 + 252)
40 ft., climb 40 ft., fly 80 ft.
Dex +7, Con +16, Wis +9, Cha +13
Perception +16, Stealth +7
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 26
Common, Draconic
24 (62,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) poison damage.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
17 (natural armour)
75 (10d8 + 30)
30 ft., climb 30 ft., fly 60 ft.
Dex +2, Con +5, Wis +2, Cha +4
Perception +4, Stealth +2
fire
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
4 (1,100 XP)
The dragon can breathe air and water.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
18 (natural armour)
178 (17d10 + 85)
40 ft., climb 40 ft., fly 80 ft.
Dex +4, Con +9, Wis +4, Cha +8
Perception +8, Stealth +4
fire
blindsight 30 ft., darkvision 120 ft., passive Perception 18
Common, Draconic
10 (5,900 XP)
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
19 (natural armour)
243 (18d12 + 126)
40 ft., fly 80 ft.
Dex +5, Con +12, Wis +6, Cha +10
Arcana +8, History +8, Perception +11, Stealth +5
cold
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Common, Draconic
16 (15,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon uses one of the following breath weapons.
The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be Paralyzed 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.
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
22 (natural armour)
487 (25d20 + 225)
40 ft., fly 80 ft.
Dex +7, Con +16, Wis +9, Cha +13
Arcana +11, History +11, Perception +16, Stealth +7
cold
blindsight 60 ft., darkvision 120 ft., passive Perception 26
Common, Draconic
23 (50,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon uses one of the following breath weapons:
The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.
The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be Paralyzed 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.
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
17 (natural armour)
45 (6d8 + 18)
30 ft., fly 60 ft.
Dex +2, Con +5, Wis +2, Cha +4
Perception +4, Stealth +2
cold
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
2 (450 XP)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
The dragon uses one of the following breath weapons.
The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be Paralyzed 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.
18 (natural armour)
168 (16d10 + 80)
40 ft., fly 80 ft.
Dex +4, Con +9, Wis +4, Cha +8
Arcana +6, History +6, Perception +8, Stealth +4
cold
blindsight 30 ft., darkvision 120 ft., passive Perception 18
Common, Draconic
9 (5,000 XP)
The dragon can breathe air and water.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
The dragon uses one of the following breath weapons.
The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be Paralyzed 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.
18 (natural armour)
200 (16d12 + 96)
40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
Dex +5, Con +11, Wis +6, Cha +6
Perception +11, Stealth +5
cold
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Common, Draconic
13 (10,000 XP)
The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
20 (natural armour)
333 (18d20 + 144)
40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
Dex +6, Con +14, Wis +7, Cha +8
Perception +13, Stealth +6
cold
blindsight 60 ft., darkvision 120 ft., passive Perception 23
Common, Draconic
20 (25,000 XP)
The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
16 (natural armour)
32 (5d8 + 10)
30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
Dex +2, Con +4, Wis +2, Cha +2
Perception +4, Stealth +2
cold
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
2 (450 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
17 (natural armour)
133 (14d10 + 56)
40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
Dex +3, Con +7, Wis +3, Cha +4
Perception +6, Stealth +3
cold
blindsight 30 ft., darkvision 120 ft., passive Perception 17
Common, Draconic
8 (3,900 XP)
The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
20 (natural armour)
341 (22d20 + 110)
20 ft., swim 40 ft.
Dex +6, Con +11, Wis +7
fire
darkvision 120 ft., passive Perception 11
Aquan, Draconic
17 (18,000 XP)
The dragon turtle can breathe air and water.
The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked Prone.
The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.
11 (natural armour)
18 (4d6 + 4)
20 ft.
cold, fire, lightning
poison
Poisoned
darkvision 60 ft., passive Perception 9
Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
1/4 (50 XP)
The dretch makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.
19 (natural armour)
123 (13d10 + 52)
30 ft., climb 30ft.
Perception +5, Stealth +9
darkvision 120 ft., passive Perception 15
Elvish, Undercommon
6 (2,300 XP)
The drider has advantage on saving throws against being Charmed, and magic can’t put the drider to sleep.
The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
Dancing Lights
Darkness, Faerie Fire
The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drider ignores movement restrictions caused by webbing.
The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
11 (16 with Barkskin)
22 (5d8)
30 ft.
Perception +4, Stealth +5
darkvision 60 ft., passive Perception 14
Elvish, Sylvan
1 (200 XP)
The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The drider can innately cast the following spells, requiring no material components:
Druidcraft
Entangle, Goodberry
Barkskin, Pass without Trace, Shillelagh
The dryad has advantage on saving throws against spells and other magical effects.
The dryad can communicate with beasts and plants as if they shared a language.
Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Melee Weapon Attack: +2 to hit (+6 to hit with Shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 9 (1d8 + 4) bludgeoning damage with Shillelagh.
The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically Charmed. The Charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts Charmed at a time.
16 (scale mail, shield)
26 (4d8 + 8)
25 ft.
poison
darkvision 120 ft., passive Perception 10
Dwarvish, Undercommon
1 (200 XP)
The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being Charmed or Paralyzed.
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
The duergar magically turns Invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is Invisible with it.