12
3 (1d6)
10 ft., fly 60 ft.
Perception +4
passive Perception 14
—
0 (10 XP)
The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
13
26 (4d10 + 4)
10 ft., fly 80 ft.
Perception +4
passive Perception 14
Giant Eagle, understands Common and Auran but can't speak them
1 (200 XP)
The eagle has advantage on Wisdom (Perception) checks that rely on sight.
The eagle makes two attacks: one with its beak and one with its talons.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).
17 (natural armour)
200 (16d10 + 112)
40 ft., fly 60 ft.
Int +7, Wis +6, Cha +7
fire
darkvision 120 ft., passive Perception 12
Ignan
11 (7,200 XP)
If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
The efreeti’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Detect Magic
Enlarge/Reduce, Tongues
Conjure Elemental (fire elemental only), Gaseous Form, Invisibility, Major Image, Plane Shift, Wall of Fire
The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
12 (natural armour)
76 (8d12 + 24)
40 ft.
passive Perception 10
—
4 (1,100 XP)
If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked Prone. If the target is Prone, the elephant can make one stomp attack against it as a bonus action.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one Prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
15
90 (12d10 + 24)
0 ft., fly 90 ft. (hover)
lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
darkvision 60 ft., passive Perception 10
Auran
5 (1,800 XP)
The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
The elemental makes two slam attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked Prone. #If a thrown target strikes an object, such as a wall or floor, 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 13 Dexterity saving 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 away or knocked Prone.
17 (natural armour)
126 (12d10 + 60)
30 ft., burrow 30 ft.
thunder
bludgeoning, piercing, and slashing from nonmagical attacks
poison
Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Terran
5 (1,800 XP)
The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
The elemental deals double damage to objects and structures.
The elemental makes two slam attacks.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
13
102 (12d10 + 36)
50 ft.
bludgeoning, piercing, and slashing from nonmagical attacks
fire, poison
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
darkvision 60 ft., passive Perception 10
Ignan
5 (1,800 XP)
The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.
For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
The elemental makes two touch attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
14 (natural armour)
114 (12d10 + 48)
30 ft., swim 90 ft.
acid; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
darkvision 60 ft., passive Perception 10
Aquan
5 (1,800 XP)
The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
The elemental makes two slam attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also Grappled (escape DC 14). Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target Grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
15 (chain shirt)
13 (3d8)
30 ft.
Perception +2, Stealth +4
darkvision 120 ft., passive Perception 12
Elvish, Undercommon
1/4 (50 XP)
The drow has advantage on saving throws against being Charmed, and magic can’t put the drow to sleep.
The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
Dancing Lights
Darkness, Faerie Fire
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also Unconscious while Poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
10
13 (2d10 + 2)
50 ft.
passive Perception 10
—
1/4 (50 XP)
If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one Prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
14 (natural armour)
42 (5d12 + 10)
60 ft.
Perception +4
passive Perception 14
Giant Elk, understands Common, Elvish and Sylvan but can't speak them
2 (450 XP)
If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked Prone.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one Prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.
18 (plate)
153 (18d8 + 72)
30 ft., fly 60 ft.
Dex +7, Con +8, Wis +6, Cha +8
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
fire, poison
Poisoned
truesight 120 ft., passive Perception 12
Infernal, telepathy 120 ft.
12 (8,400 XP)
The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
The devil has advantage on saving throws against spells and other magical effects.
The erinyes makes three attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be Poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.
13 (natural armour)
44 (8d8 + 8)
30 ft., climb 30 ft.
Perception +3, Stealth +4, Survival +3
darkvision 60 ft., passive Perception 13
—
2 (450 XP)
The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
The ettercap ignores movement restrictions caused by webbing.
The ettercap makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be Poisoned for 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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is Restrained by webbing. As an action, the Restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
12 (natural armour)
85 (10d10 + 30)
40 ft.
Perception +4
darkvision 60 ft., passive Perception 14
Giant, Orc
4 (1,100 XP)
The ettin has advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious.
When one of the ettin’s heads is asleep, its other head is awake.
The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.