Eagle

Small beast, unaligned

Armor Class

12

Hit Points

3 (1d6)

Speed

10 ft., fly 60 ft.

Skills

Perception +4

Senses

passive Perception 14

Languages

Challenge

0 (10 XP)

Keen Sight:

The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Eagle, Giant

Large beast, neutral good

Armor Class

13

Hit Points

26 (4d10 + 4)

Speed

10 ft., fly 80 ft.

Skills

Perception +4

Senses

passive Perception 14

Languages

Giant Eagle, understands Common and Auran but can't speak them

Challenge

1 (200 XP)

Keen Sight:

The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack:

The eagle makes two attacks: one with its beak and one with its talons.

Beak:

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

Talons:

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).

Efreeti

Large elemental, lawful evil

Armor Class

17 (natural armour)

Hit Points

200 (16d10 + 112)

Speed

40 ft., fly 60 ft.

Saving Throws

Int +7, Wis +6, Cha +7

Damage Immunities

fire

Senses

darkvision 120 ft., passive Perception 12

Languages

Ignan

Challenge

11 (7,200 XP)

Elemental Demise:

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.

Innate Spellcaster:

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:

At will:

Detect Magic

3/day:

Enlarge/Reduce, Tongues

1/day:

Conjure Elemental (fire elemental only), Gaseous Form, Invisibility, Major Image, Plane Shift, Wall of Fire

Actions

Multiattack:

The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar:

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Hurl Flame:

Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

Elephant

Huge beast, unaligned

Armor Class

12 (natural armour)

Hit Points

76 (8d12 + 24)

Speed

40 ft.

Senses

passive Perception 10

Languages

Challenge

4 (1,100 XP)

Trampling Charge:

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.

Actions

Gore:

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Stomp:

Melee Weapon Attack: +8 to hit, reach 5 ft., one Prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Elemental, Air

Large elemental, neutral

Armor Class

15

Hit Points

90 (12d10 + 24)

Speed

0 ft., fly 90 ft. (hover)

Damage Resistances

lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses

darkvision 60 ft., passive Perception 10

Languages

Auran

Challenge

5 (1,800 XP)

Air Form:

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.

Actions

Multiattack:

The elemental makes two slam attacks.

Slam:

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4-6):

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.

Elemental, Earth

Large elemental, neutral

Armor Class

17 (natural armour)

Hit Points

126 (12d10 + 60)

Speed

30 ft., burrow 30 ft.

Damage Vulnerabilities

thunder

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses

darkvision 60 ft., tremorsense 60 ft., passive Perception 10

Languages

Terran

Challenge

5 (1,800 XP)

Earth Glide:

The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.

Seige Monster:

The elemental deals double damage to objects and structures.

Actions

Multiattack:

The elemental makes two slam attacks.

Slam:

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Elemental, Fire

Large elemental, neutral

Armor Class

13

Hit Points

102 (12d10 + 36)

Speed

50 ft.

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire, poison

Condition Immunities

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses

darkvision 60 ft., passive Perception 10

Languages

Ignan

Challenge

5 (1,800 XP)

Fire Form:

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.

Illumination:

The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.

Water Susceptibility:

For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack:

The elemental makes two touch attacks.

Touch:

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.

Elemental, Water

Large elemental, neutral

Armor Class

14 (natural armour)

Hit Points

114 (12d10 + 48)

Speed

30 ft., swim 90 ft.

Damage Resistances

acid; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses

darkvision 60 ft., passive Perception 10

Languages

Aquan

Challenge

5 (1,800 XP)

Water Form:

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.

Freeze:

If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack:

The elemental makes two slam attacks.

Slam:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Whelm (Recharge 4-6):

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.

Elf, Drow

Medium humanoid (elf), neutral evil

Armor Class

15 (chain shirt)

Hit Points

13 (3d8)

Speed

30 ft.

Skills

Perception +2, Stealth +4

Senses

darkvision 120 ft., passive Perception 12

Languages

Elvish, Undercommon

Challenge

1/4 (50 XP)

Fey Ancestry:

The drow has advantage on saving throws against being Charmed, and magic can’t put the drow to sleep.

Innate Spellcasting:

The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will:

Dancing Lights

1/day each:

Darkness, Faerie Fire

Sunlight Sensitivity:

While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Shortsword:

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

Hand Crossbow:

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.

Elk

Large beast, unaligned

Armor Class

10

Hit Points

13 (2d10 + 2)

Speed

50 ft.

Senses

passive Perception 10

Languages

Challenge

1/4 (50 XP)

Charge:

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.

Actions

Ram:

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

Hooves:

Melee Weapon Attack: +5 to hit, reach 5 ft., one Prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Elk, Giant

Huge beast, unaligned

Armor Class

14 (natural armour)

Hit Points

42 (5d12 + 10)

Speed

60 ft.

Skills

Perception +4

Senses

passive Perception 14

Languages

Giant Elk, understands Common, Elvish and Sylvan but can't speak them

Challenge

2 (450 XP)

Charge:

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.

Actions

Ram:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Hooves:

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.

Erinyes

Medium fiend (devil), lawful evil

Armor Class

18 (plate)

Hit Points

153 (18d8 + 72)

Speed

30 ft., fly 60 ft.

Saving Throws

Dex +7, Con +8, Wis +6, Cha +8

Damage Resistances

cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered

Damage Immunities

fire, poison

Condition Immunities

Poisoned

Senses

truesight 120 ft., passive Perception 12

Languages

Infernal, telepathy 120 ft.

Challenge

12 (8,400 XP)

Hellish Weapons:

The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

Magic Resistance:

The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack:

The erinyes makes three attacks.

Longsword:

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.

Longbow:

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.

Reactions

Parry:

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.

Ettercap

Medium monstrosity, neutral evil

Armor Class

13 (natural armour)

Hit Points

44 (8d8 + 8)

Speed

30 ft., climb 30 ft.

Skills

Perception +3, Stealth +4, Survival +3

Senses

darkvision 60 ft., passive Perception 13

Languages

Challenge

2 (450 XP)

Spider Climb:

The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense:

While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

Web Walker:

The ettercap ignores movement restrictions caused by webbing.

Actions

Multiattack:

The ettercap makes two attacks: one with its bite and one with its claws.

Bite:

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.

Claws:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Web (Recharge 5-6):

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.

Ettin

Large giant, chaotic evil

Armor Class

12 (natural armour)

Hit Points

85 (10d10 + 30)

Speed

40 ft.

Skills

Perception +4

Senses

darkvision 60 ft., passive Perception 14

Languages

Giant, Orc

Challenge

4 (1,100 XP)

Two Heads:

The ettin has advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious.

Wakeful:

When one of the ettin’s heads is asleep, its other head is awake.

Actions

Multiattack:

The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Morningstar:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.