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1382676-Eyes Scales and Stones

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100% found this document useful (3 votes)
3K views139 pages

1382676-Eyes Scales and Stones

Uploaded by

Fake Bame
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Contents Foreword

W
Backgrounds - 4 elcome, intrepid adventurer, to the
Soulless - 4 mesmerizing world of Eyes, Scales, and
Stones—a compendium that unveils the
Races - 6 secrets and wonders of three legendary
Beholderkin - 6 creatures: beholders, giants, and dragons.
Child of Ashardalon - 7 Within these pages, you will embark on a
Dragonborn - 8 journey through realms inhabited by beings of
Dragonborn of Bahamut - 9 awe-inspiring power and unfathomable beauty.
Half-Giant - 10 After purchasing this compendium, you might want to ask:
Ogrekin - 11 why these three groups of mosnsters in particular?
Beholders, dragons, and giants have always been among
Classes - 12 my favorite and likely the most iconic fantasy creatures of all
Barbarian - 12 time. These have always held a special place in the annals of
Bard - 12 fantasy lore. They are the quintessential embodiments of
Druid - 14 grandeur, mystery, and danger, captivating the imaginations
Fighter - 15 of countless adventurers and storytellers alike. From the all-
Sorcerer - 16 seeing eyes of the beholders to the colossal presence of
Warlock - 17 giants and the majestic majesty of dragons, these creatures
Monsters - 19 have captured our fascination and evoked a sense of both
Ash Giant - 19 wonder and trepidation.
Beholder Giant - 20 Surprisingly, there are hundreds—far too many for this
Bloodkiss Beholder - 21 book—of unique versions of all three of these monster
Brainstealer Dragon - 22 categories that have been lost to time, conversion, or by being
Corpse Tearer - 24 otherwise forgotten.
Craa'ghoran Giant - 25 In this compendium, I would like to fix that by delving into
Deepspawn - 26 the many incarnations, abilities, and origins of these
Desert Giant - 27 fascinating and instantly recognizable creatures.
Director - 28 As always, thank you for purchasing this product and
Doomsphere - 29 supporting independent creators and sincerely hope you
Dragonspawn - 30 enjoy the tremendous amounts of work put in the coming
Elder Orb - 44 pages.
Eldritch Giant - 45 On the Cover
Eye of Shadow - 47 A majestic mirage dragon soars over the ruins of a long-
Eye of the Deep - 49 forgotten kingdom, displaying its vibrant and colorful beauty,
Felldrake - 51 as well as symbolizing its eternity.
Gem Dragons - 52
Gouger - 63
Halruaan Behir - 64
Haraevor - 65
Hatori - 66
Hellfire Wyrm - 67
Hive Mother - 69
Island Giant - 71
Jungle Giant - 72
Landwyrms - 73
Metallic Dragons - 81
Maur - 87
Ogre Giant - 89
Ooze Drake - 90
Overseer - 91
Phaerlin giant - 92
Planar Dragons - 93
Reef Giant - 124
Sand Giant - 126
Scalamagdrion - 128
Song Dragon - 130
Titan - 135
Voadkyn - 136
Gods and Deities - 138
CONTENTS & FOREWORD
3
Backgrounds
Soulless

A
ges ago, a demonic dragon called Ashardalon d8 Personality Trait
brought destruction across the land while a 1 I find it difficult to concentrate on things that don't
twisted cult worshiped him as a god. The Cult of interest me.
Ashardalon formed their central temple in
Nightfang Spire, a massive stone structuree 2 I absentmindedly pick things up and don't put them
back down.
spanning 1,600 feet into the air. The cult’s
leader, a man called Gulthias, served as the 3 I tend to put myself in situations that cause others
mediator between Ashardalon and his insane followers. emotional grief as I forget how fragile a person's
Ashardalon slew a cult of druids affiliated with the Church emotions can be.
of the Elements, sparing only Dydd the Wise, who manged to 4 Every once in a while, I will find myself focusing on the
escape. Eventually, Dydd avenged his brothers by carving emptiness inside me as if expecting an answer.
Ashardalon’s heart out of his chest. 5 Studying the body of this vessel, I realized that I just
After the druid, Dydd, slew Ashardalon, Gulthias took the need to replace the void within me with something
dragon’s heart to Nightfang Spire where he was commanded else. But what?
to ready for Ashardalon’s return. 6 If souls are the essence of one's being, then I don't
Gulthias worried he would die of old age before need to force myself below the laws of those with a
Ashardalon rose again, and so the dragon's cult went through soul. I will do what I need and when I want.
a series of dark rituals in order to become undead and ensure
they walked the earth at the time their patron ruled again. 7 I have no problem losing those around me.
Sentimentality isn't my strong suit.
Meanwhile, Ashardalon attempted to extend his life by
binding a demon called Ammet to his chest as a second 8 Souls are such precious things. Fragile and hard to
heart. However, his injuries were too extensive for the balor's remove. I wish to protect them all if not my own.
power to keep Ashardalon alive. He then moved to a domain
in the Astral Plane known as the Bastion of Unborn Souls d6 Ideal
and established a new lair there. Feasting on the unborn 1 Retribution. I seek another soul to replace the one I
souls, he healed the deep wounds inflicted on the chest of lost. (Neutral)
Ashardalon. 2 Destruction. If I can't have a soul, no one else can. (Evil)
This created a phenomenon called Soul Sickness, a
cataclysm where creatures are thrust into existence without 3 Prevention. I can't let anybody else lose their soul.
souls. You are one of them. Now you must learn to live your (Good)
life without a crucial part of your being. 4 Acceptance. This is how it is, and I need to just keep
Skill Proficiencies: Intimidation and two other moving. (Any)
proficiencies that do not rely on Charisma. 5 Freedom. With no soul, there is no morality to hold me
Tool Proficiencies: One set of artisan's tools, a Disguise back. (Chaotic)
kit, a Poisoner's kit
Equipment: A set of common clothes, one tool set you are 6 Greed. I shall take every soul I find. They are a source of
proficient with, and a gold pouch containing 25gp power. (Evil)

d6 Bond
Feature: Emptiness
1 I trust myself and myself alone.
You lack emotion and compassion. You are immune to being
tortured or are tried to be hurt emotionally or mentally. You 2 There is only a single person I feel understands me in
are resistant to psychic damage. the world.
3 Relationships seem so trivial. I cannot carry the weight
Suggested Characteristics of both someone else along with myself.
4 I cannot forgive anyone, not even myself.
5 My family left me due to the nature of my condition. I
want to find them someday.
6 I need nobody. Nobody can hurt me with no center to
harm, but nothing is stopping me on my end.

BACKGROUNDS | SOULLESS
4
d6 Flaw
1 I often times will burst into fits of pity without warning.
2 Everyday, I feel the pressure within my body grow
stronger as if the lifelessness is spreading.
3 I tend to initiate problems and arguments since I have
trouble seeing things from the perspectives of others
burdened with guilts and dreams.
4 Being careless is something that happens to me
naturally
5 With all of my will, I manage to filter my pain through
humor to mask my struggles.
6 I have a hard time relating to others and will often
ignore those who do not share my interests.

BACKGROUNDS | SOULLESS
5
Races
Beholderkin

B
eholderkin are aberrations that share many Charm Ray. The target must make a Wisdom saving throw
traits with beholders, but are smaller and less or be charmed by you for 1 minute. Fear Ray: The target must
powerful. They have a humanoid body with a make a Wisdom saving throw or be frightened by you for 1
bulbous head, covered in eyes and tentacles. minute. Paralyzing Ray: The target must make a Constitution
Beholderkin society is rare and often secretive, saving throw or be paralyzed for 1 minute. Sleep Ray: The
as they are often feared and mistrusted by other target must make a Wisdom saving throw or fall unconscious
races due to their heritage. for 1 minute or until it takes damage. Slow Ray: The target
must make a Wisdom saving throw or have its speed halved
Beholderkin Names and suffer disadvantage on attack rolls and ability checks for
Beholderkin names tend to be harsh and guttural, reflecting 1 minute. Telekinetic Ray: You can move an object weighing
the race's aberrant and monstrous nature. They often have up to 30 pounds within 30 feet of you using telekinesis.
two to three syllables and are composed of sounds that are Tentacles: You can use your tentacles to make an unarmed
difficult for humanoids to pronounce. Beholderkin don't have strike, dealing 1d6 bludgeoning damage.
gender, so all names are gender-neutral. Some examples of
Beholderkin names include:
Azzikar, Bix’thar, Galth’rok, Gix’trix, Graxxus, Gyxen,
Hrazzith, Kraxir, Krenzara, Krezyn, Kyranth, Naxzor, Nyrlax,
Pyraxis, Pyrithrax, Sylpharion, Sylthar, Vaxzoth, Vhazth,
Viz’ra, Vyllix, Xa’thar, Xyrax, Xyrik, Yur’thax, Zaxir, Zorathar,
Zorathax, Zorvax, Zylphar.
Beholderkin Traits
Ability Score Increase. Your Intelligence score increases by
2, and your Dexterity score increases by 1.
Age. Beholderkin mature at a rate similar to humans, but
they can live for centuries, with some rare individuals living
for over a thousand years.
Alignment. Beholderkin tend to be neutral or evil, but
some may be lawful or chaotic depending on their upbringing
and experiences.
Size. Beholderkin are Medium creatures, standing
between 5 and 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common, Deep
Speech, and Undercommon.
Darkvision. Thanks to your aberrant nature, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Beholderkin Magic. You know the Mage Hand cantrip.
When you reach 3rd level, you can cast the Detect Magic spell
once per day. When you reach 5th level, you can cast the
Invisibility spell once per day. Intelligence is your spellcasting
ability for these spells.
Eye Rays. As an action, you can use your eye rays to make
a ranged spell attack against a creature you can see within
120 feet. You have two eye rays, and you can use each ray
once per turn. The DC for your eye rays is 8 + your
proficiency bonus + your Intelligence modifier. Each ray has a
different effect:

RACES | BEHOLDERKIN
6
Child of Ashardalon

T
he children of Ashardalon are demonic half-
dragon monstrosities that were trained in
barracks and temples to kill the enemies of the
great dragon Ashardalon.

Child of Ashardalon Names


The children of Ashardalon are usually not given much
attention as youth and are named a series of numbers and
letters just so that they are kept track of in the baracks or
temples they were born. Most however adopt human names
while out in the world or nicknames that describe them such
as Lucky or Red.
Child of Ashardalon Traits
Age. Due to your godly/draconic descent, you mature at
around 300 years of age and live up to 10,000 years.
Ability Score Increase. Like dragonborn, your Strength
score increases by 2, and your Charisma score increases by 1.
Alignment. The children of Ashardalon are usually evil due
to their training to kill as a child. However, some may learn
abaout the outside world and be good or neutral. Good and
neutral children of Ashardalon are put on death row, and so if
you are of good or neutral alignment, you had escaped.
Size. Children of Ashardalon range from 6.5 feet to even 9
feet and weigh from 150 to 350 pounds. While you tower
over most humans, your size is medium.
Speed. You have a base walking speed of 30 feet and a
flying speed of 40 feet. To use this flying speed, you can't be
using heavy armor. If you are, the flying speed is reduced to
25 feet.
Languages. You can speak, read, write and understand
Common, Draconic, and Abyssal.
Breath Weapon. You can use your action to exhale
destructive energy. YWhen you use your breath weapon, each
creature in a 15 ft. cone must make a Dexteruty saving throw.
The DC for this saving throw equals 8 + your Constitution
modifier + your proficiency bonus. A creature takes 2d6
damage on a failed save, and half as much damage on a
successful one. The damage increases to 3d6 at 6th level, 4d6
at 11th level, and 5d6 at 16th level. After you use your breath
weapon, you can’t use it again until you complete a short or
long rest. You may change the damage type between necrotic
or fire at will.

RACES | CHILD OF ASHARDALON


7
Dragonborn
Draconic Ancestry Planar Dragons
Dragon Damage Type Breath Weapon
In addition to the options presented in the Players
Handbook, you may choose an alternative ancestries which Adamantine Force 15 ft. cone (Dex. save)
determines the damage, damage type, and area of your Arboreal Poison 15 ft. cone (Con. save)
breath weapon as well as granting you resistance to the
damage type you use. Astral Force 15 ft. cone (Dex. save)
Axial Force 15 ft. cone (Dex. save)
Gem Dragons Battle Radiant 15 ft. cone (Con. save)
Dragon Damage Type Breath Weapon Beast Lightning 5 ft. by 30 ft. line (Dex. save)
Amber Poison 5 ft. by 30 ft. line (Dex. save) Blight Poison 5 ft. by 30 ft. line (Con. save)
Amethyst Psychic 15 ft. cone (Int. save) Chaos Random 15 ft. cone (Dex. save)
Beljuril Thunder 15 ft. cone (Dex. save) Chole Acid 5 ft. by 30 ft. line (Dex. save)
Crystal Force 15 ft. cone (Dex. save) Concordant Sonic 15 ft. cone (Con. save)
Emerald Thunder 15 ft. cone (Con. save) Deathmask Poison 15 ft. cone (Con. save)
Obsidian Fire 15 ft. cone (Dex. save) Ectoplasmic Force 15 ft. cone (Dex. save)
Sapphire Radiant 15 ft. cone (Con. save) Elysian Radiant 15 ft. cone (Con. save)
Topaz Fire 5 ft. by 30 ft. line (Dex. save) Ethereal Force 15 ft. cone (Dex. save)
Faerie Psychic 15 ft. cone (Wis. save)
Hellfire Fire 15 ft. cone (Dex. save)
Howling Thunder 15 ft. cone (Con. save)
Kodragon Psychic 15 ft. cone (Int. save)
Mirage Radiant 15 ft. cone (Con. save)
Oceanus Cold 15 ft. cone (Con. save)
Pyroclastic Fire 5 ft. by 30 ft. line (Dex. save)
Radiant Radiant 15 ft. cone (Con. save)
Rust Acid 15 ft. cone (Dex. save)
Shadow Necrotic 15 ft. cone (Con. save)
Styx Acid 15 ft. cone (Dex. save)

RACES | DRAGONBORN
8
Dragonborn of Bahamut

T
he Dragonborn of Bahamut are a unique and Dragonborn of Bahamut Traits
powerful race in the world of Dungeons and
Dragons. They were created by Bahamut, the Your transformation grants you several abilities and traite.
deity of good-aligned dragons, during the Time Ability Score Increase Your Strength score increases by
of Dragons to act as his emissaries in the 2, and your Charisma score increases by 1.
mortal realm. Unlike other races, Dragonborn Age Dragonborn of Bahamut can live up to 600 years.
of Bahamut weren't born naturally; they were Since the Rite of Transformation is only performed after
reborn from good-aligned non-draconic humanoids who maturity, all Dragonborn of Bahamut are mature.
willingly took on draconic traits as a sign of their devotion to Alignment Most Dragonborn of Bahamut are lawful good
the deity. or chaotic good, reflecting their devotion to Bahamut and
The transformation was so complete that their original their desire to battle against the forces of Tiamat.
appearance was completely replaced with a new, draconic Size Dragonborn of Bahamut range from 6 to 8 feet tall
one, inheriting the best traits of dragons. They are muscular, and weigh between 250 and 350 pounds. Your size is
long-lived, and immune to the frightful presence of other Medium.
dragons. However, they become sterile upon transforming, Speed Your base walking speed is 30 feet.
which is seen as a conscious choice to ensure that Bahamut's Draconic Bravery All Dragonborn of Bahamut are
blessings are only bestowed upon those who accept his immune to the frightful presence of dragons.
calling of their own free will. Draconic Aspect Dragonborn of Bahamut emerge from
Despite their incredible power, only few Dragonborn of the Rite of Transformation with one of two aspects:
Bahamut remain after their wars against the godess Tiamat. Wings: You have wings, although they take a great deal of
strength to use. For one minute, you can use your action
Dragonborn of Bahamut Names to temporarily gain a fly speed of 50 feet, lasting for 1
Nobody is born as a Dragonborn of Bahamut. When one minute. Once you use this ability, you can't use it again
chooses to undergo the Rite of Transformation, they typically until you finish a short or long rest.
keep their name. Choose a name from the race that you were Mind: You have advantage on Wisdom (Perception)
before transforming. checks and are immune to sleep and paralysis effects.
Additionally, you gain the benefit of a long rest from only 4
hours of sleep.

RACES | DRAGONBORN OF BAHAMUT


9
Half-Giant

W
ith giant as their ancestors, half-giants are Frostblood. You have resistance to Cold damage, and are
towering creatures possessing inhuman naturally acclimated to cold environments, as described in
abilities that mirror that of their ancestors. chapter 5 of The Dungeon Master's Guide. Additionally, you
are proficient in the Athletics skill.
Hill Giant.
Ability Score Increase. Your Strength score increases by Ability Score Increase. Your Constitution score increases by
1, and your Constitution score increases by 1. 1.
Age. Half-giants mature at roughly the same rate as Barrel Through. When you move, you can attempt to enter
humans, but live much longer, often reaching 250 years of the space of a creature of Medium size or smaller. When you
age. do so, that creature must succeed on a Strength saving throw
Alignment. Half-giants naturally have a respect for the or be knocked prone as you enter their space. The DC for this
ordning, making most of them inclined towards law, while saving throw equals 8 + your Strength modifier + your
their human heritage can make them display anything from proficiency bonus. You can't force a creature to make this
the best to the very worst their race has to offer. saving throw more than once per turn.
Size. Most half-giants stand between 7 to 8 feet tall. While Thick-Skinned. While you are not wearing armor, your
extraordinarily tall, your non-giant lineage keeps you from Armor Class equals 10 + your Constitution modifier.
reaching the size and stature of your giant kin. Your size is
Medium. Stone Giant.
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Wisdom score increases by 1.
Powerful Build. You count as a Large creature for Child of Stone. You have Darkvision out to 60 feet, and
purposes of determining your carrying capacity, and how you have advantage on Dexterity (Stealth) checks made to
much you can push, pull, and lift. hide in rocky terrain. Additionally, you are proficient with
Stone Thrower. Giants can hurl boulders with Mason's Tools.
tremendous accuracy across great distances. As a half-giant,
you are no exception to this rule. When you make a ranged Storm Giant.
attack with an improvised weapon made of stone, you are
considered proficient with that weapon. With this feature it Ability Score Increase. Your Intelligence score increases by 1.
has a normal range of 30 feet and a long range of 60 feet, and Stormborn. You know the Shocking Grasp Cantrip. At 3rd
its damage die increases to 1d10. level, you can cast the spell Thunderwave once per long rest.
Hulking Being. Staring down a someone of your size can Intelligence is your spellcasting ability for these spells.
make even the fiercest foes tremble and cower with fear. You
have proficiency in the Intimidation Skill.
Languages. You can speak, read and write both Common
and Giant (duh).
Subrace. The Giant races vary tremendously, shaped
heavily by both their environment, and the will of the god
Annam, and so are their offspring. Choose a subrace from the
following options: Cloud, Fire, Frost, Hill, Stone, or Storm.
Cloud Giant.
Ability Score Increase. Your Charisma score increases by 1.
Magic of the Sky. You know the Thaumaturgy Cantrip. At
3rd level, you can cast the spell Misty Step once per long rest.
Charisma is your spellcasting ability for these spells.
Fire Giant.
Ability Score Increase. Your Strength score increases by 1.
Master of Forge and Flame. You have resistance to Fire
damage, and are naturally acclimated to hot environments, as
described in chapter 5 of The Dungeon Master's Guide.
Additionally, you are proficient with Blacksmith's Tools.
Frost Giant.
Ability Score Increase. Your Strength score increases by 1.

RACES | HALF-GIANT
10
Ogrekin

T
he Ogrekin are descendants of powerful ogres,
possessing a blend of ogre and humanoid
traits. They carry the legacy of their monstrous
ancestors and navigate a complex world where
their brutish nature clashes with their
potential for redemption.

Ogrekin Names
Ogrekin names often reflect their brute origins but can also
encompass names influenced by the humanoid societies they
interact with. They might have names like Grok, Grimgar,
Morga, or adopt names from other races they come in
contact with, such as Dorn or Hilda.
Ogrekin Traits
Age. Ogrekin mature at a faster rate than humans, reaching
adulthood by the age of 12. They have a shorter lifespan,
typically living up to 60 years.
Ability Score Increase. Your Strength score increases by
2, and your Constitution score increases by 1.
Alignment. Ogrekin inherit a predisposition towards chaos
due to their ogre lineage. However, their alignment is not
predetermined, and they have the capacity to choose their
own path, embracing either good or evil, or striving for
neutrality.
Size. Ogrekin stand tall, averaging around 8 feet in height
and weighing between 450 and 600 pounds. Your size is
medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and
Giant.
Powerful Build. Due to your ogre heritage, you count as
one size larger when determining your carrying capacity and
the weight you can push, drag, or lift.
Darkvision. Thanks to your monstrous bloodline, you have
superior vision in dim light and darkness. You can see in dim
light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead. You can't use this feature again until you finish a long
rest.
Menacing Presence. You have proficiency in the
Intimidation skill.

RACES | OGREKIN
11
Classes
Barbarian

I
n addition to the paths provided in the Player's
Handbook, you may choose the barbarian path below.

Path of the Giants


Barbarians who follow the Path of the Giants are
those who embrace their inner giant blood, seeking
to channel the immense power and strength of their
ancestors. These barbarians grow in size, strength, and
resilience as they advance, becoming towering behemoths
capable of crushing their foes with ease.
Giant's Body
At 3rd level, you gain the traits of a giant, growing larger and
more muscular. You gain advantage on Strength checks and
saves, and your carrying capacity is doubled. Additionally,
your unarmed strikes deal 1d6 damage instead of 1d4.
Giant Reach
Starting at 6th level, you gain the ability to attack from a
greater distance. Your melee weapon attacks have a reach of
10 feet, allowing you to strike your enemies before they can
even approach you.
Giant Resilience
At 10th level, you gain the ability to shrug off damage like a
true giant. You gain resistance to bludgeoning, piercing, and A barbarian following the Path of the Giants.
slashing damage, and you can use your reaction to halve the
damage you take from a single attack that you can see.
Titanic Strikes Bard

I
Starting at 14th level, you can channel the might of a giant n addition to the colleges provided in the Player's
into a single devastating blow. Once per turn, when you hit a Handbook, you may choose the one below.
creature with a melee weapon attack, you can choose to add
an additional 2d8 damage to the attack. Additionally, if the College of the Song
target is a creature that is Large or smaller, it must succeed
on a Strength saving throw (DC = 8 + your proficiency bonus Dragon
+ your Strength modifier) or be knocked prone.
College of the Song Dragon is a bardic college that draws
Frightening Presence inspiration from the enigmatic and musically inclined song
dragons. Bards who join this college seek to emulate the
At 18th level, you can tap into the imposing presence of a grace, allure, and magical prowess of the song dragons. They
giant, causing fear and awe in those around you. As an action, master the art of music, performance, and transformation,
you can let out a mighty roar, forcing all creatures within 30 harnessing the power of their voices to captivate and
feet of you to make a Wisdom saving throw (DC = 8 + your manipulate their audiences.
proficiency bonus + your Strength modifier) or become
frightened of you for 1 minute. While in this state, you have
advantage on Strength checks and saves, and your melee
weapon attacks deal an additional 1d6 damage. You can use
this feature once per long rest.

CLASSES | BARBARIAN
12
Song dragon bards draws inspiration from the ancient and majestic beings.

CLASSES | BARD
13
Additional Spells
The College of the Song Dragon grants you access to Druid

I
additional spells when you reach certain levels in this class. n addition to the circles provided in the Player's
These spells are associated with the enchanting and Handbook, you may choose the druid circle below.
transformative nature of the song dragons and allow you to
tap into their magical essence.
Level Spells
Circle of Dragons
3rd Disguise Self, Charm Person
Druids who join the Circle of Dragons dedicate
themselves to the ancient and powerful creatures
5th Suggestion, Enhance Ability that rule the skies and the elemental forces. These druids
9th Major Image, Hypnotic Pattern seek to harness the innate magic of dragons and use it to
protect nature from those who would harm it. As they
13th Dominate Person, Polymorph progress, they become more like dragons themselves, gaining
17th Seeming, Modify Memory wings and scales, and a fearsome breath weapon.
These spells are in addition to the spells gained from the Draconic Wild Shape
bard class, and they are considered bard spells for you. Starting at 2nd level, when you use your Wild Shape feature,
you can choose to transform into a dragon of your choice
Draconic Guise instead of an animal. The dragon form can be Small or
Starting at 3rd level you gain the ability to magically adopt an Medium, and you must choose a dragon type from the
alternate form, much like the song dragons. As an action, you following options: black, blue, green, red, or white. You retain
can use your Bardic Inspiration to assume the appearance of your mental stats, but your physical stats and features, such
an attractive human or humanoid creature of your choice. as movement speed, armor class, and damage resistance, are
This transformation lasts for a number of hours equal to half replaced by those of the dragon form. You can stay in this
your bard level. While in this form, you gain advantages in form for a number of hours equal to half your druid level
social interactions and persuasion checks. Additionally, you (rounded down) before reverting back to your normal form.
have advantage on Performance checks when using your
voice or musical instruments. Dragon Senses
At 6th level, you gain the keen senses of a dragon. You gain
Melodic Enchantment proficiency in the Perception skill, and you have advantage on
At 6th level your music becomes infused with arcane power, Wisdom (Perception) checks that rely on sight, hearing, or
allowing you to enchant your audience. When you use your smell.
Bardic Inspiration to grant a creature an inspiration die, they
also gain advantage on saving throws against being charmed Draconic Wings
or frightened for the duration of the inspiration. Furthermore, Starting at 10th level, you gain the ability to grow wings on
when you use the "Suggestion" or "Charm Person" spells, the your back, allowing you to fly. You gain a flying speed equal to
targets have disadvantage on their saving throws. your current walking speed, and you can fly for a number of
minutes equal to your Wisdom modifier (minimum of 1
Breath of the Song Dragon minute) before needing to rest for at least 10 minutes before
You learn to channel the elemental power of the song flying again.
dragons. Starting at 14th level, as an action, you can unleash
a breath weapon that replicates the cone of electric gas Draconic Breath
associated with song dragons. This breath weapon deals At 14th level, you gain the ability to unleash a powerful breath
lightning damage to all creatures in a 30-foot cone. The weapon, just like a dragon. As an action, you can exhale a 30-
damage and saving throw DC are determined by your bard foot cone of energy associated with the dragon type you
level. Once you use this feature, you must finish a short or chose for your Draconic Wild Shape feature. The energy
long rest before you can use it again. deals 8d6 damage of the appropriate type (Acid for black
dragons, Lightning for blue dragons, Poison for green
dragons, Fire for red dragons, or Cold for white dragons).
Creatures in the area of effect must make a Dexterity saving
throw (DC = 8 + your proficiency bonus + your Wisdom
modifier) or take full damage. A successful save halves the
damage taken. You can use this feature once per long rest.

CLASSES | BARD
14
Frightful Presence Frightful Presence
At 18th level, you gain the ability to channel the raw power At 10th level, you gain the ability to channel the power of your
and majesty of dragons. As an action, you can assume an dragon to intimidate your foes. As an action, you can roar
intimidating draconic form that causes all creatures within with the force of your dragon's breath weapon, forcing each
60 feet of you to make a Wisdom saving throw (DC = 8 + your creature within 30 feet of you to make a Wisdom saving
proficiency bonus + your Wisdom modifier) or become throw. The DC is equal to 8 + your proficiency bonus + your
frightened of you for 1 minute. While in this form, you gain Charisma modifier. A creature takes psychic damage equal to
temporary hit points equal to your druid level + your Wisdom your fighter level on a failed save, or half as much damage on
modifier, and you have resistance to a damage type a successful one. Once you use this feature, you can't use it
associated with the dragon type you chose for your Draconic again until you finish a short or long rest.
Wild Shape feature (Acid for black dragons, Lightning for
blue dragons, Poison for green dragons, Fire for red dragons, Draconic Fury
or Cold for white dragons). You can use this feature once per At 15th level, you can call upon the fury of your dragon to
long rest. strike down your foes. When you take the Attack action on
your turn, you can choose to activate this feature. If you do,
Fighter you gain advantage on all attack rolls you make until the end
of your turn, and your attacks deal extra damage equal to

I
n addition to the archetypes provided in the Player's your proficiency bonus. If your dragon is within 30 feet of
Handbook, you may choose from the fighter you, you can also choose to have your attacks deal damage of
archetypes below. the type associated with your dragon's breath weapon.
Dragon Ascendant
Dragon Knight At 18th level, your bond with your dragon has grown to the
The Dragon Knight is a fighter who has formed a point where you can channel its power to transform yourself.
bond with a dragon, gaining some of its abilities and powers. As an action, you can transform into a half-dragon, gaining
This bond allows the Dragon Knight to call upon the dragon's the following benefits:
strength and magic in combat. You gain resistance to the damage type associated with
your dragon's breath weapon. Your attacks deal extra damage
Dragon Bond equal to your proficiency bonus. You can use your Dragon
Starting at 3rd level, you gain a bond with a dragon of your Presence feature without expending a use. You can use your
choice. You must have met the dragon and made some kind Draconic Fury feature without expending a use. You can
of agreement with it, whether through a formal pact or a remain in this form for 1 minute. Once you use this feature,
mutual understanding. The dragon becomes your companion you can't use it again until you finish a long rest.
and ally, and you gain the following benefits:
Dragon Senses. You gain darkvision out to 60 feet and Giant Slayer
advantage on Wisdom (Perception) checks that rely on sight As a Giantslayer, you specialize in defeating the colossal
or smell. Draconic Resistance. You gain resistance to the beings that roam the land. You are a master of fighting
damage type associated with your dragon's breath weapon. against enemies that tower over you, using your strength,
Dragon Communication: You can communicate with your skill, and cunning to strike down your massive foes.
dragon telepathically, as long as you are within a mile of each
other and are on the same plane of existence.
Giant Slayer's Strike
Draconic Strike Starting at 3rd level, you gain the ability to deal extra damage
At 7th level, when you hit a creature with a melee weapon to creatures with the giant type. When you hit a creature with
attack, you can expend one use of your Action Surge to deal the giant type, you can expend one superiority die to deal
extra damage to the target equal to your proficiency bonus. If extra damage to the target. The extra damage is equal to the
your dragon is within 30 feet of you, you can also choose to number you roll on the superiority die, in addition to the
have the attack deal damage of the type associated with your weapon's damage.
dragon's breath weapon.
Staggering Blow
At 7th level, you learn to use your weapon to strike at a giant's
vulnerable areas, causing them to become staggered. When
you hit a giant with a weapon attack, you can choose to spend
a superiority die to attempt to stagger the giant. The target
must make a Constitution saving throw, with a DC equal to 8
+ your proficiency bonus + your Strength modifier. On a failed
save, the giant is staggered until the end of its next turn.
While staggered, the giant has disadvantage on attack rolls,
ability checks, and saving throws.
CLASSES | DRUID
15
Giant's Bane At 14th level, you gain the ability to surpass even the natural
size limits of giants. When you cast a sorcerer spell that
At 10th level, you gain resistance to damage from creatures affects only yourself, you can spend 5 sorcery points to
with the giant type. In addition, your attacks against creatures increase your size by two categories - from Medium to Huge,
with the giant type are considered magical for the purpose of for example. While you are at this size, your reach increases
overcoming resistances and immunities. by 10 feet, your melee weapon attacks deal an extra 2d6
damage, and you have advantage on Strength checks and
Thunderous Strike Strength saving throws. You remain at this size for a number
At 15th level, you learn to channel your rage into a of minutes equal to your sorcerer level, after which you return
thunderous strike that can shake the very earth. Once per to your normal size.
turn, when you hit a creature with the giant type, you can Titanic Power
choose to expend a use of your Action Surge to deal an
additional 4d8 thunder damage to the target. The target must At 18th level, your giant soul unlocks the ultimate expression
make a Strength saving throw, with a DC equal to 8 + your of its power. When you use your Giant Magic feature to
proficiency bonus + your Strength modifier. On a failed save, increase your size, you can choose to gain additional benefits
the target is knocked prone. based on the type of giant blood that flows through your
veins:
Giant Killer Cloud Giant: You gain a fly speed equal to your current
At 18th level, you become a true master of fighting against speed, and can hover without needing to make any checks.
giants. You gain advantage on all attack rolls against Fire Giant: Your melee weapon attacks deal an extra 2d6
creatures with the giant type. In addition, when a giant fire damage.
misses you with a melee attack, you can use your reaction to Frost Giant: Your melee weapon attacks deal an extra 2d6
make a weapon attack against it. cold damage, and any creature that hits you with a melee
attack while you are enlarged must make a Constitution
saving throw or be paralyzed for 1 minute.
Sorcerer Hill Giant: Your melee weapon attacks deal an extra 2d6
bludgeoning damage, and you gain temporary hit points

I
n addition to the paths provided in the Player's equal to your level whenever you reduce a creature to 0 hit
Handbook, you may choose the sorcerer origin points.
below. Stone Giant: You gain resistance to all damage except
psychic damage, and you can use your action to hurl a
boulder at a creature within 60 feet. The boulder deals
Giant Soul 6d10 bludgeoning damage on a hit and can affect multiple
Your magic comes from the ancient blood of giants, targets if they are within a 20-foot radius of the initial
and your body bears the physical hallmarks of this lineage. As target.
a Giant Soul sorcerer, you draw upon the power of giants to Storm Giant: Your melee weapon attacks deal an extra
fuel your spells and augment your own formidable physical 2d6 lightning damage, and you can use your action to
prowess. summon a bolt of lightning that strikes a point you can see
within 120 feet. Each creature within a 20-foot radius of
Giant Magic that point must make a Dexterity saving throw, taking 8d8
lightning damage on a failed save, or half as much on a
Starting at 1st level, you gain the ability to channel the magic successful one.
of giants to increase your size and strength. When you cast a
sorcerer spell that affects only yourself, you can spend 1 Once you have used this feature, you can't use it again until
sorcery point to increase your size by one category - from you finish a long rest.
Medium to Large, for example. While you are enlarged, your
reach increases by 5 feet, your melee weapon attacks deal an
extra 1d4 damage, and you have advantage on Strength
checks and Strength saving throws. You remain enlarged for
Warlock

I
a number of minutes equal to your sorcerer level, after which n addition to the patrons provided in the Player's
you return to your normal size. Handbook, you may choose from the warlock patrons
below.
Giant's Might
Starting at 6th level, your innate giant strength manifests Beholder Patron
more visibly. You gain a +1 bonus to your Strength score, and Your patron is a powerful beholder, an aberration
when you roll damage for a melee weapon attack, you can with numerous eye stalks that possess powerful magical
reroll any 1s and 2s on the damage dice. In addition, you have abilities. Perhaps you were a former thrall of this beholder, or
resistance to bludgeoning, piercing, and slashing damage. maybe you stumbled upon its lair and made a pact to gain
access to its arcane knowledge.
Size Beyond Size

CLASSES | FIGHTER
16
Expanded Spell List Awoken Eye
The Beholder lets you choose from an expanded list of spells Starting at 10th level, you gain the ability to see through
when you learn a warlock spell. The following spells are magical darkness and see invisible creatures. In addition, you
added to the warlock spell list for you. gain advantage on saving throws against spells and effects
Spell Level Spells
that rely on sight.
1st Command, Detect Magic Antimagic Cone
2nd Ray of Enfeeblement, See Invisibility At 14th level, you gain the ability to mimic one of your
3rd Counterspell, Fear beholder patron's signature abilities, the Antimagic Cone. As
4th Confusion, Freedom of Movement
an action, you can use this feature to emit an aura in a 60-foot
cone that suppresses magic. For the duration of this aura, any
5th Hold Monster, Wall of Force spell or magical effect within the cone is suppressed, and no
new spells or magical effects can be created within it. This
Eye Stalk Spells feature lasts for 1 minute and can be used once per long rest.
Starting at 1st level, you gain access to additional spells
based on the eye stalks of your beholder patron. Each time Dragon Patron
you gain a new level in this class, you can swap one of your Your patron is an ancient dragon, a creature of immense
eye stalk spells for a different one. power and wisdom. Whether through a pact made with the
Eye Stalk Spell dragon or a bond forged through shared goals, you have
gained access to its draconic magic and knowledge.
Acid Ray of Sickness
Cold Ray of Frost Expanded Spell List
Fear Cause Fear The Dragon lets you choose from an expanded list of spells
Fire Burning Hands when you learn a warlock spell. The following spells are
Force Magic Missile
added to the warlock spell list for you.
Lightning Witch Bolt Spell Level Spells

Paralyzing Hold Person 1st Chromatic Orb, Protection from Energy

Poison Poison Spray 2nd Dragon's Breath, Enlarge/Reduce

Sleep Sleep 3rd Fly, Fear

Telekinetic Mage Hand 4th Elemental Bane, Stoneskin


5th Dominate Person, Immolation
Eye Rays
Starting at 1st level, you gain access to the Beholder's Eye Draconic Scales
Rays, allowing you to shoot magical beams of energy from Starting at 1st level, your patron's draconic essence infuses
your eyes. You can use your action to shoot one of the you, granting you the following benefits:
following eye rays at a target you can see within 60 feet of
you: You gain a bonus to your Armor Class equal to your
Charisma modifier while you aren't wearing heavy armor.
Disintegrate Ray: The target must make a Dexterity You have resistance to the damage type associated with
saving throw or take 6d6 force damage. your patron's dragon type (acid, cold, fire, lightning, or
Fear Ray: The target must make a Wisdom saving throw poison).
or be frightened for 1 minute. You can speak, read, and write Draconic.
Sleep Ray: The target must make a Wisdom saving throw
or fall asleep for 1 minute. Draconic Breath
Paralyzing Ray: The target must make a Constitution Starting at 1st level, you can tap into the power of your
saving throw or be paralyzed for 1 minute. patron's breath weapon. As an action, you can exhale a 15-
Once you use an Eye Ray, you cannot use it again until you foot cone of energy associated with your patron's dragon type.
finish a short or long rest. Each creature in the area must make a Dexterity saving
throw, taking damage of the associated type equal to your
Beholder Magic warlock level on a failed save, or half as much on a successful
one. You can use this feature once per short or long rest.
Starting at 6th level, you gain the ability to cast certain spells
at will, without expending a spell slot. You can cast Detect
Magic, Mage Hand, and Ray of Frost at will.

CLASSES | WARLOCK
17
Draconic Presence Draconic Resistance
At 6th level, you gain the ability to channel your patron's Starting at 10th level, your resistance to your patron's
commanding presence. As an action, you can use this feature associated damage type increases to immunity.
to exude an aura of power in a 30-foot radius. Each creature
of your choice within the aura must make a Wisdom saving Draconic Form
throw against your warlock spell save DC or be charmed or At 14th level, you gain the ability to transform into a draconic
frightened (your choice) for 1 minute. A creature can repeat form. As an action, you can assume the appearance of a
the saving throw at the end of each of its turns, ending the dragonborn or a dragon wyrmling associated with your
effect on itself on a success. Once you use this feature, you patron's dragon type, as detailed in the Player's Handbook.
can't use it again until you finish a short or long rest.
You retain this form for 1 hour, and you can use this feature
once per long rest.

A dragon patron warlock.

CLASSES | WARLOCK
18
Monsters
Ash Giant

A
sh giants, a subtype of stone giants, inhabit the
desolate Black Ash Plain. Visually resembling
their stone giant kin, they are large with gray,
dusty black skin and bald heads. These giants
often cover themselves in ash for camouflage
and adorn war paint for battles. Ash giants are
skilled in ambush tactics, utilizing their natural
coloration and ash camouflage to their advantage. Their
shamans specialize in manipulating ash and embers, creating
burning clouds, flaming weapons, and treacherous pits of
loose ash.

Ash Giant Multiattack. The ash giant can use its Frightful
Presence. It then makes three attacks: two with its
Huge giant, neutral evil
greataxe and one with its javelin.
Armor Class 18 (natural armor) Frightful Presence. Each creature of the ash giant's
Hit Points 230 (20d12 + 100)
choice within 30 feet of it and aware of it must
Speed 40 ft.
succeed on a DC 18 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
STR DEX CON INT WIS CHA saving throw at the end of each of its turns, ending the
effect on itself on a success.
25 (+7) 10 (+0) 21 (+5) 10 (+0) 12 (+1) 8 (-1)
Ash Cloud. As an action, the ash giant can create a 20-
foot-radius cloud of ash centered on itself. The cloud
Damage Immunities fire spreads around corners and remains for 1 minute. The
Condition Immunities exhaustion, paralyzed, petrified, area is heavily obscured and creatures within it are
poisoned blinded while they remain inside the cloud. The ash
Senses darkvision 120 ft., passive Perception 11
cloud can be dispersed by a strong wind (at least 20
Languages Giant miles per hour).
Challenge 14 (11,500 XP)
Greataxe. Melee Weapon Attack: +14 to hit, reach 10
Camouflage. The ash giant can use its action to apply ft., one target. Hit 28 (4d10 + 7) slashing damage plus
ash to its skin, granting it advantage on Dexterity 14 (4d6) fire damage.
(Stealth) checks made to hide in areas with ash or Javelin. Ranged Weapon Attack: +11 to hit, range
smoke. 30/120 ft., one target. Hit 19 (3d8 + 7) piercing
damage plus 7 (2d6) fire damage.
Innate Spellcasting. The ash giant's spellcasting ability is
Wisdom (spell save DC 15). The ash giant can innately Ash Pit. As an action, the ash giant can cause a 20-foot-
cast the following spells, requiring no material radius area of ash to become unstable. The area
components: becomes difficult terrain and creatures that start their
turn in the area or enter it for the first time on a turn
At will: create or destroy water, detect magic, detect must make a DC 18 Dexterity saving throw or fall
poison and disease, pass without trace
prone. A creature that fails the saving throw takes 22
(4d10) bludgeoning damage and is restrained. A
Actions restrained creature can use its action to make a DC 18
Strength check, freeing itself or another creature within
its reach on a success.

MONSTERS | ASH GIANT


19
Beholder Mage

T
he eyes of a beholder are one of its most
important characteristics, as it gives them their
anti-magic abilities. Beholder Mages, a rare
and intriguing variant among beholders,
possess a remarkable deviation from their kin.
They are distinguished by their lack of
functioning eyes, rendering them blind, which
Beholder Mages compensate for by delving deep into the
arcane arts. Through relentless study and experimentation,
these unique beholders have unlocked the secrets of magic,
harnessing its power to compensate for their visual
limitations.
Despite their lack of traditional vision, Beholder Mages
have honed their other senses to an extraordinary degree,
attuning themselves to the subtle fluctuations of magical
energies that permeate the world. With an astute mastery of
spellcasting, they manipulate and shape arcane forces with a
finesse that rivals their eye-endowed counterparts.

Beholder Mage 2nd level (3 slots): detect thoughts, invisibility,


suggestion
Large aberration, lawful evil
3rd level (3 slots): counterspell, dispel magic, fireball
Armor Class 18 (natural armor) 4th level (3 slots): blight, dimension door,
Hit Points 200 (16d10+112) polymorph
Speed 0 ft., fly 20 ft. (hover) 5th level (3 slots): dominate person, hold monster,
wall of force
6th level (2 slots): chain lightning, disintegrate
STR DEX CON INT WIS CHA 7th level (2 slots): finger of death, teleport
8th level (1 slot): dominate monster, power word
10 (+0) 14 (+2) 24 (+7) 26 (+8) 18 (+4) 18 (+4)
stun
9th level (1 slot): meteor swarm, power word kill
Saving Throws Int +14, Wis +10, Cha +10
Skills Arcana +14, History +14, Insight +10, Perception Actions
+10
Damage Resistances cold, fire, lightning Eye Rays. The beholder mage can use its eye rays in any
Condition Immunities charmed, frightened, paralyzed, combination, choosing from the options below. Each
petrified, prone eye ray is a ranged spell attack that targets one creature
Senses darkvision 120 ft., passive Perception 20 the beholder mage can see within 120 feet of it. The
Languages Deep Speech, Undercommon, telepathy 120 beholder mage can use three of its eye rays per round,
ft. choosing which rays to use before making the attacks.
Challenge 18 (20,000 XP)
Charm Ray. The targeted creature must succeed on a
DC 22 Wisdom saving throw or be charmed by the
Antimagic Cone. The beholder mage creates an area of beholder mage for 1 hour.
antimagic, that negates magic in a 150-foot cone. At Disintegration Ray. The targeted creature must
the start of each of its turns, the beholder mage succeed on a DC 22 Dexterity saving throw or take
decides which way the cone faces and whether the 45 (10d8) force damage. If this damage reduces the
cone is active. creature to 0 hit points, it is disintegrated.
Spellcasting. The beholder mage is a 20th-level Fear Ray. The targeted creature must succeed on a
DC 22 Wisdom saving throw or be frightened by the
spellcaster. Its spellcasting ability is Intelligence (spell
beholder mage for 1 minute.
save DC 23, +15 to hit with spell attacks). The
beholder mage has the following wizard spells Frost Ray. The targeted creature takes 63 (18d6)
cold damage on a failed DC 22 Constitution saving
prepared:
throw, or half as much damage on a successful one.
Cantrips (at will): acid splash, mage hand, minor Telekinesis Ray. The beholder mage moves the target
illusion, prestidigitation up to 30 feet in any direction. If the target is an
1st level (4 slots): detect magic, identify, mage object weighing 300 pounds or less, the beholder
armor, magic missile mage can also move it up to 120 feet per round.

MONSTERS | BEHOLDER MAGE


20
Bloodkiss Beholder

T
he Bloodkiss Beholder is a grotesque and
vampiric undead creature, a twisted variation
of the classic beholder. Its once vibrant and
eerie eyes have transformed into toothed
orifices, allowing it to drain the blood of its
victims. The flesh of the Bloodkiss Beholder's
body is warped and corrupted by necrotic
energy, barely resembling its original form.
Bloodkiss Beholders possess a relentless thirst for blood,
which drives them into a violent frenzy when in the presence
of injured prey. They are intelligent undead, retaining their
cunning and strategic thinking despite their insatiable
cravings. While they often prefer to live in isolation, powerful
necromancers can force them into servitude through dark
magic.
In combat, Bloodkiss Beholders unleash their banshee-like
scream to disorient their prey, followed by a ferocious assault.
They eagerly rush into groups of victims, biting and tearing
into them with their sharp teeth. The scent of bloodied prey
intensifies their frenzy, and they latch onto injured targets,
draining their blood to recover their own vitality. The hunger
drives them to scream even harder, trying to prevent prey
from escaping. However, despite their bloodlust, Bloodkiss
Beholders retain their rationality and will flee when
confronted with overwhelming danger.

Bloodkiss Beholder 1. Banshee Scream. The target must succeed on


Large undead, unaligned a DC 15 Constitution saving throw or be
stunned until the end of its next turn.
Armor Class 16 (natural armor) 2. Bloodlust. The target must succeed on a DC
Hit Points 157 (15d10 + 75)
15 Wisdom saving throw or be compelled to
Speed 0 ft., fly 20 ft. (hover)
attack the nearest creature until the end of its
next turn.
STR DEX CON INT WIS CHA 3. Gaze of Weakness. The target must succeed
10 (+0) 16 (+3) 20 (+5) 19 (+4) 15 (+2) 12 (+1) on a DC 15 Constitution saving throw or have
disadvantage on Strength-based saving
Skills Perception +6 throws and ability checks for 1 minute.
Damage Resistances necrotic 4. Life Drain. The target must succeed on a DC
Damage Immunities poison 15 Constitution saving throw or take 22
Condition Immunities charmed, exhaustion, frightened,
(4d10) necrotic damage and the bloodkiss
poisoned
Senses darkvision 120 ft., passive Perception 16 beholder regains hit points equal to the
Languages understands Common but can't speak damage dealt.
Challenge 9 (5,000 XP)
Frenzied Assault. When the bloodkiss beholder hits a
Blood Drain. When the bloodkiss beholder hits a creature with its bite attack, it can make one additional
creature with its bite attack, it regains hit points equal bite attack as a bonus action.
to half the damage dealt (rounded down).
Actions
Eye Rays. The bloodkiss beholder shoots three of the
following magical eye rays at random (reroll Multiattack. The bloodkiss beholder makes two bite
attacks.
duplicates), choosing one to three targets it can see
within 120 feet of it: Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 14 (2d10 + 3) piercing damage.

MONSTERS | BLOODKISS BEHOLDER


21
Brainstealer Dragon

B
orn from the twisted experiments of These tendrils are the conduit for the dragon's psionic
mindflayers, Brainstealer Dragons are abilities, capable of ensnaring the minds of unfortunate
monstrous hybrids that combine the terrifying victims and subjecting them to unspeakable torments.
power of dragons with the insidious intellect of With its melded draconic and mindflayer heritage, the
their psionic creators. These abominations are Brainstealer Dragon possesses an unparalleled mastery of
a nightmarish fusion of reptilian grace and mental manipulation. Its psionic powers allow it to probe the
eldritch horror. thoughts of others, inducing madness, extracting knowledge,
A Brainstealer Dragon possesses the sleek and muscular and bending weaker minds to its will. The dragon's very
body of a dragon, covered in iridescent scales that shimmer presence can cause disorientation and nightmares, warping
with sickly hues of purple and green. Its eyes, devoid of reality in its wake.
pupils, glow with an eerie psychic energy that sends shivers These monstrous beings are the embodiments of
down the spines of those who dare to meet its gaze. malevolence, driven by a relentless hunger for knowledge and
The mindflayer influence is apparent in the tentacles that power. They are cruel, calculating, and utterly devoid of
sprout from the dragon's face, writhing and pulsating with a empathy. They seek to dominate and subjugate, using their
sinister life of their own. fearsome physical prowess and potent psionics to command
minions and bend entire civilizations to their twisted desires.

Brainstealer Dragon Psionics. The dragon can use its psionic powers in
place of its multiattack action. It can use each power
Huge aberration, lawful evil
once per day.
Armor Class 21 (natural armor) Detect Thoughts. The dragon can use its action to
Hit Points 385 (22d12 + 198) detect the thoughts of any creature within 60 feet of
Speed 40 ft., fly 60 ft. it that it can see. The dragon can continue to detect
the creature's thoughts for as long as it
concentrates, as if concentrating on a spell. The
STR DEX CON INT WIS CHA dragon can use this ability on a number of creatures
24 (+7) 10 (+0) 29 (+9) 26 (+8) 17 (+3) 20 (+5) equal to its Intelligence modifier (minimum of one
creature).
Condition Immunities frightened
Charm. The dragon can use its action to magically
Senses darkvision 120 ft., passive Perception 20 charm one humanoid or beast within 30 feet of it.
Languages Deep Speech, Draconic, telepathy 100 ft. The target must succeed on a DC 22 Wisdom saving
Challenge 23 (50,000 XP) throw or be charmed by the dragon for 24 hours, or
until the dragon or its allies do anything harmful to
Innate Spellcasting. The dragon's innate spellcasting it. The charmed target obeys the dragon's verbal or
ability is Intelligence (spell save DC 22). It can innately telepathic commands.
cast the following spells, requiring no material
components: Telekinesis. The dragon can use its action to
magically move a Large or smaller creature or object
At will: detect thoughts, levitate, suggestion within 60 feet of it that it can see. The dragon can
3/day each: dominate monster, plane shift (self only), move the target up to 30 feet in any direction,
project image, psychic scream including upward. If the target is a creature, it must
succeed on a DC 22 Strength saving throw or be
Magic Resistance. The dragon has advantage on saving moved by the dragon's telekinesis. The dragon can
throws against spells and other magical effects. also exert fine control on objects with its telekinesis,
such as manipulating a simple lock or opening a
container.

MONSTERS | BRAINSTEALER DRAGON


22
Brainstealer Dragon Mind Drain. The brainstealer dragon targets one
creature it can see within 60 feet of it. The target must
(Continued) succeed on a DC 20 Intelligence saving throw or take
Actions Multiattack. The dragon can use its Frightful 42 (12d6) psychic damage and have its Intelligence
Presence. It then makes three attacks: one with its bite score reduced by 1d4. The brainstealer dragon gains
and two with its tentacles. temporary hit points equal to the amount of
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., Intelligence the target lost. If this reduces the target's
one target. Hit: 21 (2d10 + 10) piercing damage. Intelligence to 0, the creature dies outright, and the
brainstealer dragon gains 1d4 Intelligence. If the
Tentacle. Melee Weapon Attack: +15 to hit, reach 15 dragon is killed, any reduced intelligence is restored.
ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage
plus 28 (8d6) psychic damage. If the target is Medium Illithid Summoning. The brainstealer dragon can
or smaller, it is grappled (escape DC 23) and restrained summon 1d4 mind flayers to its side as a bonus action.
until the grapple ends. The brainstealer dragon has four The illithids arrive on the dragon's next turn and obey
tentacles, each of which can grapple one creature. its commands without question.

MONSTERS | BRAINSTEALER DRAGON


23
Corpse Tearer

C
orpse Tearers are hideous, serpentine creatures Corpse Tearers are drawn to death and decay, their
that slither through the darkest corners of the presence an ominous sign of impending doom. They are
world. Lacking hind legs and wings, they move scavengers by nature, feeding on carrion and rotting flesh.
with an eerie grace, their sinuous bodies They possess a keen sense of smell, capable of detecting the
undulating as they prowl the shadows. scent of decay from great distances, allowing them to locate
These nightmarish aberrations are covered in their gruesome meals with unnerving accuracy.
mottled brown scales, their slimy texture adding While their primary method of hunting involves stealth and
to their repulsive appearance. Fungal growths cling to their ambush, Corpse Tearers are not afraid to engage in direct
hide, creating a grotesque symbiotic relationship with the combat. Their elongated fangs, dripping with venomous
decaying matter that surrounds them. When motionless, a saliva, are capable of tearing through flesh and bone with
Corpse Tearer can easily be mistaken for a fallen tree or a ease. Victims unfortunate enough to be caught by a Corpse
rotting log, blending seamlessly into their foul environment. Tearer often suffer a slow and agonizing demise, consumed
by the creature's insatiable hunger.

Corpse Tearer Disease Breath (Recharge 5-6). The Corpse Tearer spews
a line of disease in a 120 ft line. Each creature in that
Gargantuan dragon, chaotic evil
area must make a DC 21 Constitution saving throw. On
Armor Class 20 Hit Points 400 (32d20 + 128) Speed a failed save, the creature's Strength and Constitution
40 ft., fly 80 ft. scores are reduced by 1d4 each. This reduction lasts
until the creature finishes a long rest. The creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
STR DEX CON INT WIS CHA
Innate Spellcasting. The Corpse Tearer's innate
30 (+10) 16 (+3) 24 (+7) 16 (+3) 18 (+4) 20 (+5) spellcasting ability is Charisma (spell save DC 18). It
can innately cast the following spells, requiring no
Saving Throws Dex +10, Con +14, Wis +11 Skills material components:
Perception +11, Stealth +10, Intimidation +12 Damage
Resistances Necrotic Damage Immunities Poison At will: continual darkness (100 ft radius), feign
Condition Immunities Disease Senses Blindsight 60 ft., death, polymorph self, speak with dead, water
Darkvision 120 ft., Passive Perception 21 Languages breathing
Common, Draconic Challenge 20 (25,000 XP) 1/day each: animate dead, control undead, darkness,
dimension door, enervation, protection from good,
spectral hand, vampiric touch, wraithform
Legendary Resistance (3/Day). If the Corpse Tearer fails a Additionally, it can cast spells as a 17th-level cleric,
saving throw, it can choose to succeed instead. drawing upon the Destruction and Evil domains.
Paralyzing Breath (Recharge 5-6). The Corpse Tearer Actions
exhales a paralyzing gas in a 60 ft cone. Each creature
in that area must make a DC 21 Constitution saving Multiattack. The Corpse Tearer makes three attacks: one
throw or be paralyzed for 1 minute. The creature can with its bite and two with its claws.
repeat the saving throw at the end of each of its turns, Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,
ending the effect on itself on a success. one target. Hit: 23 (2d10 + 12) piercing damage plus
14 (4d6) necrotic damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft.,
one target. Hit: 19 (2d6 + 12) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
target. Hit: 21 (2d8 + 12) bludgeoning damage.

MONSTERS | CORPSE TEARER


24
Craa'ghoran Giant

T
owering over the landscape, Craa'ghoran These earth-infused giants dwell in remote mountain
giants are immense humanoids that bear the ranges, deep caverns, and subterranean domains where they
unmistakable traits of their stone giant forge a symbiotic bond with the elemental energies that
ancestry. However, they are no longer bound by course through the bedrock. They possess an intrinsic affinity
the limitations of their forebears, having for earth and stone, capable of manipulating and shaping the
undergone a profound transformation through very terrain they stride upon with uncanny ease.
exposure to powerful elemental earth energy. Craa'ghoran giants are known to guard sacred sites and
Legends tell of ancient cataclysms that shattered the very ancient repositories of elemental knowledge, warding off
earth, releasing primordial forces that twisted and reshaped trespassers with unyielding determination. Their ancestral
these giants into their current formidable form. As connection to stone giants imbues them with profound
descendants of the once noble stone giants, they now embody wisdom and a deep understanding of earth's secrets, making
the raw power and unyielding nature of the earth itself. them formidable adversaries to any who dare threaten the
Craa'ghoran giants possess stony, weathered skin balance of the natural world.
resembling the rugged terrain of the deepest canyons. Their It is said that those who can earn the trust and respect of a
immense frames, standing well over twenty feet tall, are Craa'ghoran giant gain a loyal ally who can guide them
adorned with jagged protrusions akin to mineral formations through treacherous landscapes and grant them unparalleled
jutting from the earth's crust. The swirling patterns of earthy insights into the earth's hidden treasures. However,
hues that trace their bodies seem to shift and change as if disturbing their domains or desecrating the sacred grounds
animated by the very forces that molded them. under their protection invites the wrath of these mighty
beings, whose seismic fury can lay waste to entire regions.

Craa'ghoran Giant Stone Shaping. The Craa'ghoran giant can shape and
manipulate stone within a 60-foot radius. It can create
Huge giant, neutral
spikes and walls as a bonus action, effectively creating
Armor Class 16 (natural armor) difficult terrain or partial cover. It can also use this
Hit Points 200 (16d12 + 96) ability to seal off areas or separate individuals during
Speed 40 ft. combat.
Tactical Hunter. The Craa'ghoran giant is a skilled
hunter, utilizing tactical strategies to separate and
STR DEX CON INT WIS CHA eliminate its prey. It has advantage on Stealth checks
24 (+7) 10 (+0) 22 (+6) 12 (+1) 14 (+2) 8 (-1) when moving through stone or natural environments.

Skills Perception +8, Stealth +4 Actions


Damage Resistances bludgeoning, piercing, and Multiattack. The Craa'ghoran giant makes two slam
slashing from nonmagical attacks attacks.
Senses darkvision 120 ft., passive Perception 18
Languages Giant Slam. Melee Weapon Attack: +12 to hit, reach 15 ft.,
Challenge 12 (8,400 XP) one target. Hit: 25 (3d10 + 7) bludgeoning damage.
Surprise Strike. Before the start of its first turn in
Stone Stride. The Craa'ghoran giant can move through combat, the Craa'ghoran giant has advantage on attack
solid stone and dirt as if it were air, without leaving a rolls against any creature that hasn't taken a turn in the
trace of its passage. combat yet.

MONSTERS | CRAA'GHORAN GIANT


25
Deepspawn
Deepspawn
Huge aberration, usually chaotic evil

Armor Class 16 (natural armor)


Hit Points 152 (16d12 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 16 (+3) 18 (+4) 10 (+0) 8 (-1)

Skills Perception +4
Senses darkvision 120 ft., passive Perception 14
Languages Understands Common and one other
language
Challenge 8 (3,900 XP)

Spawn Creation. The deepspawn can birth a copy of


any creature native to the Material Plane. To do so,
it must devour the creature and then make an exact
"record" of it. It can replicate the creature using
materials from its surroundings. The deepspawn
can create a new spawn every three days if it has
access to sufficient resources. The spawned
creature retains the learned abilities and dim
memories of the original creature and has an Deepspawn are grotesque and otherworldly aberrations
intense, inborn loyalty to the deepspawn. capable of birthing a multitude of monstrous creatures,
known as their "spawn." These mottled grey and brown
Spellcasting. The deepspawn is a 5th-level creatures resemble largery spheres. Six elongated arms
spellcaster. Its spellcasting ability is Intelligence protrude from their bodies. Three of these arms take the
(spell save DC 14, +6 to hit with spell attacks). The form of tentacles, capable of wielding weapons, while the
deepspawn has the following wizard spells
prepared:
other three end in gnashing jaws filled with numerous teeth.
A Deepspawn possesses over 40 long, retractable, and
Cantrips (at will): mage hand, prestidigitation, flexible eyestalks, though only three or four extend at a time,
shocking grasp keeping them safely distant from harm.
1st level (4 slots): charm person, magic missile Possessing a genius intellect, Deepspawn are as enigmatic
2nd level (3 slots): detect thoughts, hold person as they are dangerous. They inhabit caves and ruins, often
Actions Multiattack. The deepspawn makes three fortifying their lairs with lethal traps and deploying their
attacks: one with its bite and two with its tentacles. spawn as patrols to safeguard their domains. Deepspawn
exhibit an inscrutable worldview that adds to their
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., unpredictability, making them formidable adversaries.
one target. Hit: 14 (2d8 + 5) piercing damage. Deepspawn possess a unique ability: the capacity to birth
Tentacle. Melee Weapon Attack: +8 to hit, reach 15 exact replicas of any creature native to the Material Plane.
ft., one target. Hit: 11 (2d6 + 5) bludgeoning However, to do so, they must first consume the creature,
damage. If the target is a creature, it must succeed creating an exact "record" within their monstrous form.
on a DC 16 Strength saving throw or be grappled Using ingredients sourced from their surroundings, the
(escape DC 16). Until this grapple ends, the target Deepspawn then replicate the creature, giving rise to a new
is restrained, and the deepspawn can't use the spawn. When able to scavenge resources from the dead and
same tentacle on another target. dying on a battlefield, Deepspawn can produce a fresh spawn
every three days. In the wild, where resources are scarcer,
their offspring are born at a significantly slower rate.

MONSTERS | DEEPSPAWN
26
Desert Giant

D
esert giants, once numerous Zakharan giants, Once a vibrant civilization, the decline of their people has
now stand as remnants of a once-thriving left the desert giants as solitary figures, wandering the
civilization that has faded into the annals of shifting dunes and echoing remnants of their once-thriving
time. These colossal beings were often found society. Though they have lost much of their former glory,
traversing the vast deserts, guiding their cattle their connection to the desert remains strong. They possess
herds through the arid wilderness. an intimate understanding of the arid lands, its secrets, and
With a lifetime spent under the scorching sun its hidden dangers.
and enduring relentless desert storms, desert giants bear the Desert giants, when encountered, emit an aura of ancient
telltale signs of their environment. Their swarthy and wisdom and solemnity. Despite their formidable size, they
wrinkled skin serves as a testament to their constant exhibit a gentle and contemplative nature, reflecting on the
exposure to the harsh elements. Dark, weathered hair eons that have passed and the fleeting nature of mortal
crowns their heads, and their piercing blue eyes hold a existence. Their presence commands respect and reverence,
wisdom that echoes through the ages. It is said that their eyes as they embody the indomitable spirit of the desert and serve
turn brown just before the giants succumb to the stone's as living monuments to a forgotten era.
eternal embrace.

Desert Giant Camouflage. The desert giant has advantage on


Dexterity (Stealth) checks made to hide in desert
Huge giant, neutral
terrain.
Armor Class 17 (natural armor)
Sand-Shifters' Ancestors. Once per week, the desert
Hit Points 230 (20d12 + 100) giant can use its action to summon 1d6 stone battle
Speed 40 ft.
mounts. If the summoner is a child, they can summon
up to 20 mounts. If the summoner is an adult, they can
STR DEX CON INT WIS CHA summon up to 30 mounts. The stone battle mounts
turn to dust and rock when defeated.
23 (+6) 10 (+0) 20 (+5) 8 (-1) 12 (+1) 9 (-1)
Actions
Skills Perception +5 Multiattack. The desert giant makes two attacks: one
Damage Resistances bludgeoning, piercing, and
with its giant throwing spear and one with its scimitar.
slashing from nonmagical attacks
Condition Immunities petrified Giant Throwing Spear. Ranged Weapon Attack: +9 to hit,
Senses passive Perception 15 range 60/240 ft., one target. Hit: 27 (4d10 + 6)
Languages Giant piercing damage.
Challenge 12 (8,400 XP)
Scimitar. Melee Weapon Attack: +9 to hit, reach 15 ft.,
one target. Hit: 21 (3d8 + 6) slashing damage.

Stone Battle Mount Languages understands the languages of its summoner


but can't speak
Large construct, unaligned
Challenge 5 (1,800 XP)
Armor Class 15 (natural armor)
Hit Points 105 (14d10 + 28) Construct Nature. The stone battle mount doesn't
Speed 60 ft. require air, food, drink, or sleep.
Siege Defense. The stone battle mount has advantage
STR DEX CON INT WIS CHA on saving throws against effects that would move it
forcibly or knock it prone.
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 6 (-2)
Actions
Skills Perception +4
Damage Resistances bludgeoning, piercing, and Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one
slashing from nonmagical attacks target. Hit: 14 (2d8 + 4) bludgeoning damage.
Damage Immunities poison Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., all
Condition Immunities charmed, exhaustion, frightened, targets in a 5-foot square. Hit: 12 (2d6 + 4)
paralyzed, petrified, poisoned bludgeoning damage.
Senses darkvision 60 ft., passive Perception 14

MONSTERS | DESERT GIANT


27
Director

D
irectors are abominable beholder creations The Director's role is twofold: it acts as the eyes and ears
specifically designed to fulfill the role of hive of the hive, scanning the surroundings with its multifaceted
shock troops. These monstrous beings, larger eyes and reporting back to its monstrous kin. Additionally, it
than typical beholders, possess a grotesque leads swift and brutal charges into battle, coordinating
fusion of flesh and machinery, their once attacks with its mounted steed.
spherical bodies elongated and transformed into With each motion, the Director's many eyes whirl and
hulking forms resembling monstrous war twitch, surveying the battlefield with a combination of
beasts. With its grotesque appearance and malevolent gaze, supernatural perception and strategic acumen. It assesses
the Director exudes an aura of menace and power. threats, formulates tactics, and issues telepathic commands
Serving as the hive's cavalry fighter, the Director utilizes its to its allies, directing the chaos of combat with uncanny
unique abilities to devastating effect. It possesses an innate precision.
mind-link, allowing it to establish a deep telepathic
connection with a specialized riding animal, forming an
inseparable partnership.

Director Multiattack. The director can use one of its Eye Rays. It
then makes three attacks: one with its bite and two
Large aberration, lawful evil
with its tentacles.
Armor Class 18 (natural armor)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Hit Points 60 (8d8+24)
target. Hit: 9 (1d8 + 5) piercing damage.
Speed 5 ft, fly 20 ft.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the
STR DEX CON INT WIS CHA target is a Medium or smaller creature, it is grappled
14 (+2) 14 (+2) 20 (+5) 16 (+3) 14 (+2) 19 (+4) (escape DC 15) and must succeed on a DC 15
Constitution saving throw or be poisoned for 1 minute.
Until this grapple ends, the target is restrained, and the
Skills Perception +9 director can't use its tentacle on another target.
Senses darkvision 120 ft., passive Perception 19
Languages Common, Deep Speech, Undercommon Eye Rays. The director uses one of the following Eye
Challenge 8 (3,900 XP) Rays:
Burning Ray. Ranged Spell Attack: +7 to hit, range
All-Around Vision. The director has a +4 bonus to its 120 ft., one creature. Hit: 22 (5d8) fire damage.
passive Perception score and can't be surprised. Enervation. Ranged Spell Attack: +7 to hit, range 120
ft., one creature. Hit: The target must succeed on a
Verminbond. As a bonus action, the director can
DC 15 Constitution saving throw or take 36 (8d8)
attempt to dominate a creature of the vermin type that necrotic damage, and the director regains hit points
it hits with a melee attack. The target can make a DC
equal to that amount.
16 Wisdom saving throw to resist this effect. If the
Force Missile. Ranged Spell Attack: +7 to hit, range
target fails, it becomes the director's bonded mount. 120 ft., one creature. Hit: 18 (4d8) force damage.
The director can control the mount's actions in combat
Freezing Ray. Ranged Spell Attack: +7 to hit, range
by making successful Wisdom (Animal Handling) 120 ft., one creature. Hit: 22 (5d8) cold damage.
checks.
Minor Image. The director creates an illusory
While the verminbond is in effect, the director and its duplicate of itself as a distraction. The duplicate lasts
mount take half damage from all attacks that deal hit for 1 minute and can move up to 30 feet per round.
point damage. The amount of damage not taken by one The director can use its bonus action to move the
creature is taken by the other. duplicate up to 30 feet or dismiss it. The duplicate is
Deflection. While the director has a vermin mount, both destroyed if it takes any damage.
Slow. Ranged Spell Attack: +7 to hit, range 120 ft.,
it and the vermin gain a bonus to their AC and a bonus
to their Dexterity saving throws equal to the director's one creature. Hit: The target must succeed on a DC
15 Wisdom saving throw or its speed is halved, it
Charisma modifier.
takes a -2 penalty to AC and Dexterity saving throws,
and it can't use reactions. On its turn, it can use
Actions either an action or a bonus action, not both.

MONSTERS | DIRECTOR
28
Doomsphere

T
he doomsphere is the ghostly manifestation of The doomsphere's ocular arsenal extends further with
a beholder, a fearsome aberration that once devastating rays of unholy blight that wither and corrupt,
roamed the depths of the Underdark. As a acidic beams that sear flesh, and beams that shatter bone
doomsphere, it retains the ethereal nature of a and chitin. Its maleficent influence can also weaken its
ghost, able to pass through solid matter and victim's strength and fortitude, while a chilling ray of cold
possess the living with its malevolent light strikes at the very constitution of its target.
presence. Harnessing the psionic abilities once possessed by
In addition to the spectral abilities inherent to its ghostly beholders eludes the doomsphere. However, it exhibits
form, the doomsphere possesses dreadful powers that are remarkable resistance to psionic influences, its spectral form
rooted in its origin as a beholder. Its central eye still impervious to manipulation of the mind.
maintains its infamous antimagic field, capable of nullifying A doomsphere's terrifying influence can extend beyond
spells and magical effects within its gaze. direct attacks. In some instances, it possesses the ability to
While the doomsphere's eyestalks have transformed in compel its victim to inflict harm upon themselves, an
death, they have not lost their potency. Each eyestalk now insidious manipulation of their will.
wields necromantic powers, different from the beholder's
array of spells in life. It can unleash rays of enervation that
drain the life force of its victims, rays of hold monster that
paralyze their targets, and rays of animate dead that
reanimate the deceased under its control.

Doomsphere Beholder Antimagic Eye. The doomsphere's central eye


creates an antimagic field in a cone 150 feet long and
Large undead, neutral evil
90 feet wide at the end. This area is treated as if under
Armor Class 18 (natural armor) the effects of the antimagic field spell.
Hit Points 180 (19d10 + 76) Eye Rays. The doomsphere has ten eyestalks, each of
Speed fly 30 ft. (hover) which can produce a different magical effect. It can use
up to three different eye rays per turn, choosing from
the options below:
STR DEX CON INT WIS CHA
Enervation Ray. Ranged Spell Attack: +10 to hit, range
10 (+0) 16 (+3) 18 (+4) 19 (+4) 16 (+3) 18 (+4) 150 ft., one target. Hit: 36 (8d8) necrotic damage.
Hold Monster Ray. Ranged Spell Attack: +10 to hit,
Damage Resistances necrotic range 150 ft., one target. Hit: The target is paralyzed
Damage Immunities poison for 1 minute. The target can repeat the saving throw
Condition Immunities charmed, exhaustion, frightened, at the end of each of its turns, ending the effect on
paralyzed, poisoned itself on a success.
Senses darkvision 120 ft., passive Perception 13 Animate Dead Ray. Ranged Spell Attack: +10 to hit,
Languages Deep Speech, understands Common and range 150 ft., one corpse. Hit: The corpse rises as a
Undercommon but can't speak zombie under the doomsphere's control.
Challenge 13 (10,000 XP) Unholy Blight Ray. Ranged Spell Attack: +10 to hit,
range 150 ft., each creature in a 20-foot radius. Hit:
Incorporeal Movement. The doomsphere can move 36 (8d8) necrotic damage, or half as much damage
through other creatures and objects as if they were on a successful saving throw.
difficult terrain. It takes 5 (1d10) force damage if it Acid Ray. Ranged Spell Attack: +10 to hit, range 150
ends its turn inside an object. ft., one target. Hit: 36 (8d8) acid damage.
Shatter Ray. Ranged Spell Attack: +10 to hit, range
Magic Resistance. The doomsphere has advantage on 150 ft., one target made of stone, crystal, or metal.
saving throws against spells and other magical effects. Hit: 36 (8d8) thunder damage.
Wither Ray. Ranged Spell Attack: +10 to hit, range
150 ft., one target. Hit: 36 (8d8) necrotic damage
and the target's Strength and Constitution scores are
reduced by 1d4

MONSTERS | DOOMSPHERE
29
Dragonspawn

D
ragonspawn, known as the spawn of Tiamat, are In 1479 DR, taaldarax of Brimstone's xorvintaal employed
a lineage of creatures that trace their ancestry dragonspawn as minions in their intricate game.
back to true dragons. They stand as the Alasklerbanbastos sent some spawn to reinforce the
opposing force to the dragonborn, followers of threskelan army, while other taaldarax provided ash giants
Bahamut. with magical orbs, granting them control over dragonspawn
The earliest forms of dragonspawn emerged for an invasion of Tymanther.
thousands of years ago, with kobolds and urds Dragonspawn were also prevalent in the realm of Abeir,
appearing around −24,500 DR. Legends from the Parwiccan often serving as servants to dragons. In Laerakond, the
Cycle suggest that during the Dragonfall War, Tiamat herself nation of Melabrauth boasted a significant population of
created the first mutated versions of dragonspawn to serve as dragonspawn.
her soldiers. In direct opposition, Bahamut's divine influence The spawn of Tiamat encompassed numerous species,
brought forth the dragonborn to combat this new threat. each corresponding to a specific kind of dragon.
In 1359 DR, after Bahamut reclaimed his godly status,
Tiamat sought to rebuild her spawn as she aimed to Blackspawn Cottuptor
dismantle her ancient rival's strongholds. Her avatar
manifested at Castle Perilous, collaborating with her cultists Blackspawn corruptors are stunted, manipulative
in Vaasa to resurrect the spawn once more. dragonspawn. These creatures possess a compact, heavily
As gifts to her Untheric devotees, Tiamat dispatched fully muscled frame, standing at a mere 3 feet in height. Their
formed spawns. In secret, her temples began breeding entire form is shrouded in jet-black scales, providing them
additional spawn, smuggling them across borders to prevent with an ominous appearance. A tangle of lank black hair
detection by the occupying Mulhorandi forces. Consequently, hangs down from their misshapen heads, and their faces are
these dragonspawn spread across the lands of the Old a grotesque fusion of a crone's weathered visage and the
Empires and beyond. A few joined forces with the Cult of the menacing features of a black dragon.
Dragon, acting as agents to further the Dragon Queen's Known for their cunning and deceitful nature, blackspawn
agenda. corruptors thrive on exploiting the weaknesses of others.
Whispers circulated regarding hobgoblin warbands and a Their small stature belies their sinister influence, as they
gathering of spawn near the Rathgaunt Hills in the southern wield a potent blend of trickery and dark magic to achieve
Shaar. Many believed these sightings hinted at an imminent their sinister objectives.
resurgence of the Dragonfall War.

Blackspawn Corruptor Corruption Pool. The pool in which the Blackspawn


Corruptor dwells becomes poisonous and acidic. Any
Medium humanoid, chaotic evil
creature that willingly enters the pool takes 15 (4d6)
Armor Class 15 (natural armor) acid damage at the start of its turn while submerged.
Hit Points 75 (10d8 + 30) The pool's surface is difficult terrain for creatures other
Speed 30 ft., swim 30 ft. than the Blackspawn Corruptor.
Suggestion (3/Day). The Blackspawn Corruptor can
implant a suggestion in a creature's mind within 30
STR DEX CON INT WIS CHA feet of it. The target must succeed on a DC 14 Wisdom
16 (+3) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 10 (+0) saving throw or be charmed by the corruptor and
follow the suggested course of action, including
Saving Throws Dex +3, Con +5 willingly jumping into the corruption pool.
Damage Immunities acid, poison Tiamat's Blessing. Dragonspawn within 60 feet of the
Condition Immunities blinded, poisoned Blackspawn Corruptor gain immunity to acid and
Senses darkvision 60 ft., passive Perception 11 poison damage. The corruptor can revoke this
Languages Draconic immunity at any time as a bonus action.
Challenge 5 (1,800 XP)
Actions
Putrefying Aura. Non-magical liquids within 30 feet of Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
the Blackspawn Corruptor become toxic. A creature
target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6)
that starts its turn in the aura or enters it for the first
acid damage.
time on a turn must make a DC 14 Constitution saving
throw or suffer 10 (3d6) poison damage. Toxic Splash. The Blackspawn Corruptor splashes the
toxic water from its pool in a 10-foot cone. Each
creature in that area must make a DC 14 Dexterity
saving throw, taking 15 (4d6) acid damage on a failed
save, or half as much on a successful one. If the splash
gets into a creature's eyes, it is blinded until the end of
its next turn.
MONSTERS | DRAGONSPAWN
30
These malevolent creatures often operate from the shadows,
orchestrating schemes and manipulations that further their
own nefarious agendas. They are adept at corrupting minds,
Blackspawn Stalker
Medium humanoid, chaotic evil
sowing discord, and ensnaring unsuspecting victims in their
web of deceit. Armor Class 15 (natural armor)
Though lacking in physical size, blackspawn corruptors Hit Points 112 (15d8 + 45)
compensate with their malefic powers. They harness the Speed 30 ft., climb 30 ft.
innate magic flowing through their draconic bloodline,
capable of unleashing spells and curses that wreak havoc on
their adversaries. Their mastery of shadow magic allows STR DEX CON INT WIS CHA
them to cloud the minds of their targets and ensnare them in 18 (+4) 16 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
illusions, leaving victims vulnerable to their manipulations.
Damage Immunities acid
Blackspawn Stalker Condition Immunities blinded
Senses darkvision 60 ft., passive Perception 10
Blackspawn stalkers are terrifying creatures, born from the Languages understands Draconic but can't speak
unholy union of black dragons and spiders. They embody the Challenge 6 (2,300 XP)
darkest traits of both these fearsome creatures, creating a
formidable and deadly predator. Acid Spit. The stalker can use its action to spit acid
Their bodies are covered in sleek, obsidian-colored chitin, at a creature within 60 feet. The target must make a
exuding an aura of malevolence. Blackspawn stalkers DC 14 Dexterity saving throw, taking 21 (6d6) acid
possess six menacing legs, each tipped with razor-sharp damage on a failed save, or half as much on a
claws. Their distinctive feature is the presence of two spined successful one.
tails, from which they weave intricate webs, trapping their
unsuspecting prey. Spider Climb. The stalker can climb difficult
With six beady eyes and four menacing horns protruding surfaces, including upside down on ceilings,
from their heads, blackspawn stalkers strike fear into the without needing to make an ability check.
hearts of those who behold them. Their mouths constantly Web Trap. The stalker can create a sheet of webbing
drool a sickly green acid, a potent weapon they employ to up to 20 feet to a side, forming a trap. The webbing
dissolve flesh and armor alike. is difficult to spot, requiring a DC 15 Wisdom
It is worth noting that the females of this species tend to be (Perception) check to detect. A creature that
larger than their male counterparts, adding an extra level of comes into contact with the webbing must make a
danger to their already terrifying presence. DC 14 Strength saving throw or be restrained. The
Blackspawn stalkers exhibit a near-mindless predatory restrained creature can use its action to make a DC
nature, driven by a hunger for blood and a relentless desire to 14 Strength check, freeing itself or another
hunt. They are masters of stealth and ambush, able to blend creature within its reach on a success.
seamlessly into the shadows, making them all the more Actions
deadly. Their ability to shroud themselves in darkness further
enhances their sinister nature, striking terror into the hearts Multiattack. The stalker makes two attacks: one with
of those who dare to oppose them. its bite and one with its horns or tails.
The existence of these nightmarish creatures serves as a Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
grim reminder of the dark powers that can twist and combine one target. Hit: 10 (1d10 + 4) piercing damage
the most fearsome creatures into something even more plus 7 (2d6) acid damage.
monstrous. Encounter with a blackspawn stalker is an
encounter with pure terror and imminent danger. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage.

MONSTERS | DRAGONSPAWN
31
Valued for their tremorsense, bluespawn ambushers excel
as guards, able to detect subtle vibrations in the earth and
Bluespawn Ambusher detect approaching threats with uncanny accuracy.
Additionally, they possess a natural immunity to electricity
Medium humanoid, lawful evil and are capable of unleashing a devastating burst of energy,
Armor Class 16 (natural armor)
shocking any unfortunate creature caught within its reach.
Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 8 (-1)

Damage Immunities lightning


Senses tremorsense 60 ft., passive Perception 10
Languages Draconic
Challenge 2 (450 XP)

Burrow. The bluespawn ambusher can burrow


through nonmagical, unworked earth and stone at a
speed of 10 feet.
Lightning Blast (Recharge 5-6). The bluespawn
ambusher releases a burst of lightning in a 10-foot
radius. Each creature in that area must make a DC
12 Dexterity saving throw, taking 14 (4d6)
lightning damage on a failed save, or half as much
damage on a successful one.

Actions A bluespawn ambusher.


Multiattack. The bluespawn ambusher makes two
attacks: one with its bite and one with its claws. Bluespawn Burrower
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Bluespawn burrowers are formidable dragonspawn that
one target. Hit: 5 (1d6 + 2) piercing damage. dwell in the deepest recesses of desert landscapes. Towering
at a height of 5 feet and measuring 8 to 10 feet in length,
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., these massive creatures exhibit an impressive physique. With
one target. Hit: 6 (1d8 + 2) slashing damage. their formidable front claws designed for efficient digging
and a tail adorned with numerous spikes, bluespawn
burrowers are well adapted to their subterranean existence.
Bluespawn ambushers are formidable hunters and Their pearlescent deep blue scales shimmer under the desert
guardians, specially bred for their skills in surprise attacks sun, although the young ones bear a dusky gray hue.
and vigilant sentry duties. These creatures possess a Bluespawn burrowers, while not known for their intellect,
burrowing ability that allows them to swiftly emerge from are frequently employed by other dragonspawn to excavate
beneath the ground, catching their prey off-guard and striking fortifications and construct monuments in honor of their
with deadly precision. malevolent deity, Tiamat. Their proficiency with lightning
Heavily muscled and resembling oversized badgers, manipulation even extends to crafting glass under the
bluespawn ambushers boast blue scales that shimmer in the direction of more intelligent dragonspawn.
light. A prominent forward-pointing horn adorns their heads, These formidable creatures typically make their homes in
further enhancing their menacing appearance. Female the deepest reaches of deserts, often near oases. However, it
ambushers can be distinguished by their slightly narrower is not unheard of to find them far from their natural habitat
heads and longer horns. While younger ambushers exhibit when serving the will of Tiamat. As carnivores, bluespawn
light blue scales, the color darkens as they age, with the burrowers hunt in small groups, relying on their coordinated
eldest boasting scales lined with black. efforts to secure sustenance. Remarkably, they can endure
Despite their lack of intellectual prowess, bluespawn weeks without food and require minimal water intake. The
ambushers possess enough cunning to devise strategies proximity of oases, however, appeals to their preference for a
during combat, making them more than mere instinct-driven steady food supply. Once a pack has depleted the available
creatures. They serve Tiamat and her worshippers, eagerly resources in an area, they move on in search of new hunting
carrying out their bidding and aligning themselves with their grounds.
malevolent cause.

MONSTERS | DRAGONSPAWN
32
Bluespawn burrowers construct intricate burrows, expertly Legends surrounding the bluespawn burrowers perpetuate
tales of their fearsome nature, deep-dwelling habitats, and
maintained by smaller pack members, while the larger and their involvement in the dark schemes of Tiamat's servants.
more robust individuals assume the role of hunters. It
remains uncertain whether these dragonspawn reproduce in
a manner akin to bluespawn ambushers or through a distinct
method employed by other types of dragonspawn.

Bluespawn Burrower Lightning Affinity. The bluespawn burrower has


resistance to lightning damage and can cast the
Large humanoid, lawful evil
shocking grasp spell as a 2nd-level spell once per day.
Armor Class 15 (natural armor) Burrow. The bluespawn burrower can burrow through
Hit Points 84 (8d10 + 40) sand and loose earth at a speed of 20 feet.
Speed 30 ft., burrow 20 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The bluespawn burrower makes two
attacks: one with its bite and one with its tail.
19 (+4) 14 (+2) 20 (+5) 8 (-1) 12 (+1) 10 (+0)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Skills Perception +5, Stealth +4 target. Hit: 10 (1d10 + 4) piercing damage.
Damage Resistances lightning Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Senses darkvision 60 ft., passive Perception 15 target. Hit: 8 (1d8 + 4) bludgeoning damage. The
Languages Common, Draconic target must succeed on a DC 14 Strength saving throw
Challenge 5 (1,800 XP) or be knocked prone.
Ambusher. In the first round of combat, the bluespawn Electric Blast (Recharge 5-6). The bluespawn burrower
burrower has advantage on attack rolls against any releases a blast of lightning in a 15-foot cone. Each
creature it surprised. creature in that area must make a DC 15 Dexterity
saving throw, taking 21 (6d6) lightning damage on a
failed save, or half as much damage on a successful
one.

Bluespawn Stoneglider Earthglide. The Bluespawn Stoneglider can burrow


through nonmagical, unworked earth and stone. While
Medium humanoid, lawful evil
burrowing, it doesn't disturb the material and leaves no
Armor Class 15 (natural armor) trace of its passage.
Hit Points 65 (10d8 + 20) Blurry Movement. The Bluespawn Stoneglider's
Speed 30 ft., burrow 20 ft. (earthglide) iridescent scales and swift movement make it difficult
to track visually. It has advantage on Dexterity (Stealth)
checks made while moving.
STR DEX CON INT WIS CHA
Stunning Bite. When the Bluespawn Stoneglider hits a
16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 8 (-1) creature with its bite attack, the target must succeed
on a DC 12 Constitution saving throw or be stunned
Damage Immunities lightning until the end of its next turn.
Condition Immunities charmed, compelled
Senses darkvision 60 ft., passive Perception 10 Actions
Languages Draconic
Challenge 3 (700 XP) Multiattack. The Bluespawn Stoneglider makes two
attacks: one with its bite and one with its claws.
Collective Consciousness. All Bluespawn Stonegliders Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
within 60 feet of each other are linked through a target. Hit: 6 (1d6 + 3) piercing damage, and the target
collective consciousness, allowing them to coordinate must make a DC 12 Constitution saving throw or be
their attacks and actions perfectly. Everything known or stunned until the end of its next turn.
percieved by one stoneglider is known by all others in
this range. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) slashing damage.

MONSTERS | DRAGONSPAWN
33
A bluespawn burrower.

MONSTERS | DRAGONSPAWN
34
Bluespawn Stoneglider Bluespawn Stormlizard
Bluespawn stonegliders are dragonspawn born from the Large magical beast, lawful evil
lineage of blue dragons. Their primary role is to serve as
unwavering guardians for the temples dedicated to Tiamat, Armor Class 15 (natural armor)
the Queen of Chromatic Dragons. These creatures are driven Hit Points 135 (18d10 + 36)
by a singular purpose: to ruthlessly eliminate any living being Speed 40 ft.
that lacks the mark of Tiamat. While they possess limited
intellect, they compensate with sheer ferocity and an ill-
tempered disposition. STR DEX CON INT WIS CHA
Bluespawn stonegliders exhibit a unique set of abilities 20 (+5) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
that contribute to their effectiveness as guards and
formidable combatants. They possess immunity to electrical Damage Resistances lightning
damage, rendering them impervious to such assaults. Senses darkvision 60 ft., passive Perception 10
Furthermore, they are immune to magic that seeks to charm Languages Draconic
or compel them, making them even more resistant to Challenge 6 (2,300 XP)
manipulation. To further enhance their combat prowess,
when they bite their opponents, they release an electrical Static Field. The bluespawn stormlizard can release a
shock capable of potentially stunning their victims. burst of electrical energy. Each creature within 10
A distinguishing feature of these dragonspawn is their feet of the stormlizard must make a DC 14
ability to earthglide. Unlike conventional burrowing Dexterity saving throw, taking 21 (6d6) lightning
creatures, they effortlessly glide through the earth without damage on a failed save, or half as much damage on
leaving a trace of their passage. Their movements are swift a successful one. Additionally, the stormlizard and
and fluid, making it challenging for observers to detect their other dragonspawn within 10 feet of it gain
presence or track their movements. resistance to lightning damage until the end of the
What sets bluespawn stonegliders apart is their stormlizard's next turn.
interconnectedness through a collective consciousness. Twin Bond. The bluespawn stormlizard forms a
When multiple stonegliders inhabit a given area, they are psychic bond with its twin companion, if present. If
linked, sharing knowledge and coordinating their actions. one twin is reduced to 0 hit points, the other twin
This innate connection allows them to act as a unified force, gains advantage on attack rolls and saving throws
maximizing their effectiveness in defending their sacred until the end of its next turn.
territories and fulfilling their duty to Tiamat.
Actions
Bluespawn Stormlizard Multiattack. The bluespawn stormlizard makes two
Bluespawn stormlizards are formidable dragonspawn known claw attacks or one bite attack.
for their imposing size and strength. These burly creatures, Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
reminiscent of wingless blue dragons, tower over their one target. Hit: 13 (2d8 + 4) slashing damage.
surroundings, their sheer bulk being a testament to their
power and resilience. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
These mighty reptilian beings often serve as imposing one target. Hit: 17 (3d8 + 5) piercing damage.
mounts for other spawn, carrying their masters with an air of
authority and dominance. With their scaled hides
shimmering in shades of deep blue, the stormlizards exude
an aura of primal might.
Their muscular frames and menacing presence make it
clear that these creatures are not to be trifled with. Though
lacking wings, their potent limbs and sinewy bodies allow
them to traverse varied terrain with ease, leaving a rumbling
impact in their wake.
As bluespawn stormlizards age, their scales gradually
darken, signifying their growing experience and battle-
hardened nature. The ancient stormlizards, adorned in their
deep-hued armor, command respect and strike fear into the
hearts of those who dare to cross their path.

MONSTERS | DRAGONSPAWN
35
In the intricate tapestry of the natural world, greenspawn
leapers remain as formidable and intriguing predators,
Greenspawn Leaper embodying the relentless might and territorial instincts
inherited from their draconic lineage.
Medium beast, neutral evil

Armor Class 14 (natural armor) Greenspawn Razorfiend


Hit Points 52 (8d8 + 16) Greenspawn razorfiends, known as harrowblades by wood
Speed 40 ft., climb 40 ft. elves and other forest dwellers, are cunning and voracious
dragonspawn. These large creatures roam the land as
STR DEX CON INT WIS CHA dominant predators with their towering sizes. Their scales, a
dirty green hue, aid them in blending seamlessly with the
17 (+3) 16 (+3) 14 (+2) 6 (-2) 11 (+0) 5 (-3) forest pools they call home. Folding their wings reveals razor-
sharp appendages that resemble knife blades, a feature
Skills Perception +2, Stealth +5 useless for flight but deadly in combat.
Senses darkvision 60 ft., passive Perception 12 As creations of Tiamat, greenspawn razorfiends were
Languages -- among her first spawn and served as guards in her
Challenge 2 (450 XP) formidable armies. Additionally, they were strategically
positioned in specific regions to inflict chaos upon
Climbing Leap. The greenspawn leaper can make a settlements and prey upon unsuspecting travelers.
running jump after moving at least 10 feet on the Cunning hunters by nature, greenspawn razorfiends relish
ground. Its jump can be up to 40 feet horizontally both the thrill of the hunt and the act of killing their prey.
and 20 feet vertically. They are most commonly found in warm or temperate forests
Gliding Descent. If the greenspawn leaper is falling and marshes, such as Chondalwood and the Vast Swamp.
and not incapacitated, it can use its reaction to When stalking their quarry, these razorfiends skillfully
glide and take no falling damage, moving up to 40 conceal themselves in water or undergrowth, waiting for the
feet horizontally for every 20 feet it descends. opportune moment to strike with lethal force.
Unlike many dragonspawn, greenspawn razorfiends
Actions possess the ability to procreate independently. Lifelong
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
mates, a pair of razorfiends, take turns hunting and guarding
one target. Hit 8 (1d8 + 3) piercing damage. their nest. Annually, the female lays three to six eggs,
ensuring the continuation of their fearsome lineage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit 10 (2d6 + 3) slashing damage. Greenspawn Sneak
These cunning and intelligent dragonspawn are devoted
entirely to Tiamat, the patron deity they serve. They form
Greenspawn Leaper highly structured tribes led by a prelate, a cleric of Tiamat,
Greenspawn leapers are vicious dragon-like creatures that who commands unwavering loyalty from the rest of the tribe.
serve as the offspring of Tiamat, the chromatic dragon deity. The prelate's chosen successor, also a cleric, acts in close
These territorial creatures exhibit an impressive display of partnership with the prelate and rarely acts separately.
green scales, perfectly adapted for their arboreal habitat. Within their tribes, the prelate determines the number of
They possess specialized flaps of skin that span between eggs allowed to hatch. Typically, only as many eggs as there
their fore and hind legs, enabling them to glide gracefully are sneaks in the tribe are permitted, but during times of war,
through the treetops. survival of five to ten times that number may be allowed.
Living primarily within warm or temperate forests, Hatchling sneaks are raised communally as children of
greenspawn leapers are cunning carnivores and skilled Tiamat, with the prelate assigning them specific roles based
ambush predators. Their adeptness in navigating the forest on their abilities.
canopy makes them reluctant to descend to the ground for As omnivores, Greenspawn Sneaks are primarily hunter-
prolonged periods. gatherers, capable of surviving on less food than a similar-
Both solitary and fiercely territorial, greenspawn leapers sized halfling. They strive to minimize their impact on the
frequently engage in battles over their claimed domains. environment to avoid detection. Duty, trickery, and stealth are
These conflicts involve rival leapers engaging in high-speed highly valued among the sneaks. Their duty is to Tiamat and
chases amidst the treetops, culminating in a contest of agility her armies, serving as the reconnaissance force in
and strength. While they possess only animalistic intellect, preparation for larger assaults. Trickery provides them with
these creatures exhibit a rudimentary form of cunning, often an advantage over opponents, rewarding cleverness over
resorting to simplistic cheating tactics during confrontations. strength. However, any form of infighting is strictly forbidden,
Although inherently vicious, greenspawn leapers have been resulting in immediate execution.
known to be tamed by greenspawn sneaks, who utilize them Greenspawn Sneaks prefer to inhabit temperate or warm
as mounts. These agile creatures can comfortably carry large forests and marshes, reminiscent of their green dragon
loads of weight. ancestry. Like their ancestors, they possess the ability to
breathe underwater. Notably, Greenspawn Sneaks are known
for taming greenspawn leapers to serve as mounts.
MONSTERS | DRAGONSPAWN
36
A greenspawn leaper.

MONSTERS | DRAGONSPAWN
37
Greenspawn Razorfiend Greenspawn Sneak
Small humanoid, neutral evil
Large humanoid, neutral evil
Armor Class 14 (natural armor)
Armor Class 16 (natural armor) Hit Points 27 (6d6 + 6)
Hit Points 135 (18d10 + 36) Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 8 (-1)
20 (+5) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 10 (+0)
Skills Perception +2, Stealth +5
Skills Perception +4, Stealth +4 Damage Immunities poison
Senses darkvision 60 ft., passive Perception 14 Condition Immunities poisoned
Languages Common, Draconic Senses darkvision 60 ft., passive Perception 12
Challenge 7 (2,900 XP) Languages Draconic
Challenge 1/2 (100 XP)
Keen Scent. The Greenspawn Razorfiend has
advantage on Wisdom (Perception) checks that rely Pack Tactics. The greenspawn sneak has advantage
on smell. on an attack roll against a creature if at least one of
the sneak's allies is within 5 feet of the creature
Razorsharp Wings. The Greenspawn Razorfiend's
and the ally isn't incapacitated.
folded wings have razor-sharp edges. When a
creature hits the Razorfiend with a melee attack Sneak Attack (1/Turn). The greenspawn sneak deals
while within 5 feet of it, the attacker takes 7 (2d6) an extra 7 (2d6) damage when it hits a target with a
slashing damage. weapon attack and has advantage on the attack roll,
Pounce. If the Greenspawn Razorfiend moves at or when the target is within 5 feet of an ally of the
least 20 feet straight toward a creature and then sneak that isn't incapacitated and the sneak doesn't
hits it with a claw attack on the same turn, that have disadvantage on the attack roll.
target must succeed on a DC 15 Strength saving
throw or be knocked prone. Actions
Multiattack. The greenspawn sneak makes two
Actions shortsword attacks.
Multiattack. The Greenspawn Razorfiend makes two
Shortsword. Melee Weapon Attack: +5 to hit, reach
claw attacks.
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 5) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 15 (2d8 + 5) piercing damage.

MONSTERS | DRAGONSPAWN
38
Greenspawn Zealot
Medium humanoid, neutral evil

Armor Class 14 (natural armor)


Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Damage Resistances acid


Condition Immunities -
Senses darkvision 60 ft., passive Perception 11
Languages Draconic
Challenge 3 (700 XP)

Acid Affinity. The Greenspawn Zealot is immune to


acid damage.
Healing Touch. As a bonus action, the Greenspawn
A greenspawn zealot, eager to fight for Tiamat. Zealot can target one creature it can see within 30
feet of it. The target takes damage equal to the
Greenspawn Zealot's melee attack damage, and one
ally within 30 feet of the Greenspawn Zealot
Greenspawn Zealot regains hit points equal to the damage dealt.
The Greenspawn Zealot is a monstrous humanoid with Pack Tactics. The Greenspawn Zealot has advantage
draconic features and a sinister aura. These fanatical on attack rolls against a creature if at least one of
creatures bear scaly, green-hued skin that resembles that of the zealot's allies is within 5 feet of the creature
their draconic progenitors. and the ally isn't incapacitated.
Clad in imposing plate armor, Greenspawn zealots are
devoted followers of the draconic deity Tiamat, with Actions
unwavering loyalty and a sadistic nature. They exhibit a
strong sense of hierarchy, adhering closely to their chains of Multiattack. The Greenspawn Zealot makes two
melee attacks.
command within the ranks of dragonspawn.
These zealots possess a natural affinity for acid, rendering Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
them immune to its harmful effects. They wield this element one target. Hit: 5 (1d6 + 2) piercing damage.
as a weapon, inflicting damage upon their enemies while Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
simultaneously healing their allies. Their devotion to Tiamat one target. Hit: 6 (1d8 + 2) slashing damage.
fuels their dark powers, making them formidable opponents
on the battlefield.
Greenspawn zealots, driven by their fanatical devotion, are
relentless in their pursuit of furthering the agenda of their
patron deity. Their presence is often accompanied by an air of
cruelty and a palpable sense of danger, making them a
formidable threat to any who oppose them.
While Greenspawn zealots share many physical
similarities, distinguishing between male and female
individuals requires careful observation due to their near-
indistinguishable appearances.

MONSTERS | DRAGONSPAWN
39
These dragonspawn creatures possess a unique immunity
to fire, rendering them impervious to its scorching touch.
Redspawn Birther They are resistant to paralysis, and their tireless nature
allows them to endure prolonged battles without succumbing
Large beast, chaotic evil to exhaustion. Redspawn birthers never succumb to slumber,
Armor Class 17 (natural armor)
perpetually vigilant and ready to defend their territory.
Hit Points 136 (16d10 + 48)
A perpetual fire shield envelops their scaly forms, serving
Speed 30 ft. both as a defense against frigid temperatures and as a
deterrent to any who would dare approach too closely. The
intense heat emanating from them creates an aura that
STR DEX CON INT WIS CHA engulfs creatures and drains their energy and leaving them
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 6 (-2)
weakened and damaged.
Throughout history, these fearsome redspawn birthers
Saving Throws Dex +5, Con +6
have left a trail of destruction in their wake, a testament to
Skills Perception +4
their ferocity and unyielding appetite. Their fiery nature and
Damage Immunities fire
imposing presence make them a force to be reckoned with in
Condition Immunities paralyzed, exhaustion, sleep the realm of dragonspawn.
Senses darkvision 60 ft., passive Perception 14
Languages Draconic Redspawn Devastator
Challenge 6 (2,300 XP) Redspawn devastators are fearsome creatures, typically
considered among the most powerful species of
Fire Shield. The Redspawn Birther is constantly dragonspawn. Their bestial forms are covered in vibrant
covered in a fiery shield that grants it resistance to
cold damage and deals 5 (1d10) fire damage to any
crimson scales that shimmer in the light. These creatures are
creature that hits it with a melee attack while within
known to be the epitome of destruction, often referred to as
5 feet of it.
the embodiment of unbridled fury.
Resistant to fire and heat, the redspawn devastators
Heat Aura. Any creature that starts its turn within possess an innate resilience to these elements. As they
10 feet of the Redspawn Birther takes 7 (2d6) fire sustain injuries, they unleash torrents of flames from their
damage and must succeed on a DC 14 Constitution menacing jaws, intensifying their assault against their foes.
saving throw or gain one level of exhaustion. Engaging in combat, redspawn devastators rely on their
sharp fangs to tear through adversaries. They possess
Actions tremendous strength, capable of hurling opponents with
Multiattack. The Redspawn Birther makes two great force, leaving a trail of chaos in their wake.
attacks: one with its bite and one with its claws. Despite their immense power, redspawn devastators are
primal creatures, their might rivaling that of true dragons.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., However, they lack the sophistication and intellect of their
one target. Hit: 14 (2d8 + 4) piercing damage. If draconic counterparts. These beasts are relatively rare, their
the target is a Medium or smaller creature, it is population scarce. They prefer secluded habitats, often
grappled (escape DC 15). Until the grapple ends, remote and isolated, transforming their hunting grounds into
the target is restrained, and the Redspawn Birther
can't bite another target.
desolate landscapes of scorched bones and ash.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., Redspawn Firebelcher
one target. Hit: 12 (2d6 + 4) slashing damage.
Redspawn Firebelchers are large, bulky quadrupeds covered
in vibrant red scales that shimmer in the light. These
dragonspawn possess a fierce and destructive nature.
Redspawn Birther True to their name, Redspawn Firebelchers have the ability
Redspawn birthers are formidable dragonspawn creatures to spit fire, projecting it up to 60 feet in distance. They are
driven by an insatiable hunger. Resembling massive, red- naturally immune to fire and possess resistance against
scaled dinosaurs adorned with menacing spikes upon their spells that induce sleep and paralysis. However, they are
head and neck, they strike fear into the hearts of those who vulnerable to the cold. Interestingly, any other dragonspawn
encounter them. riding on or within 10 feet of a Redspawn Firebelcher also
Possessing the ability to communicate in the ancient gain immunity to fire.
Draconic language and equipped with sharp senses, In the wild, Redspawn Firebelchers prefer to inhabit
redspawn birthers navigate their surroundings with ease. volcanic regions. They exhibit a lazy and vicious behavior,
Their darkvision enables them to see clearly in even the often living in packs consisting of three to twelve individuals.
darkest of environments. These creatures are carnivores and can consume a
significant amount of meat in a single meal, sustaining
themselves for up to two years due to their slow metabolism.
Unfortunately, their cruel nature leads them to kill more than
they actually need.

MONSTERS | DRAGONSPAWN
40
These formidable creatures serve as mounts for more
intelligent and powerful dragonspawn such as blackspawn
raiders, redspawn arcanisses, and greenspawn sneaks. While
Redspawn Firebelcher
Large beast, chaotic evil
they prove useful in battle, Redspawn Firebelchers can be
fractious and become lethargic when not hungry. Armor Class 15 (natural armor)
Redspawn Firebelchers trace their origins back to the Hit Points 126 (12d10 + 60)
dreaded deity Tiamat, whose influence manifests in their Speed 30 ft.
destructive tendencies and fiery abilities. Encounter with
these creatures is perilous and requires caution and strategic
planning. STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 20 (+5) 5 (-3) 10 (+0) 6 (-2)

Redspawn Devastator Damage Resistances cold


Damage Immunities fire
Huge beast, chaotic evil Condition Immunities sleep, paralysis
Senses darkvision 60 ft., passive Perception 10
Armor Class 16 (natural armor)
Languages Draconic
Hit Points 147 (14d12 + 56)
Challenge 6 (2,300 XP)
Speed 40 ft.
Fire Breath (Recharge 5-6). The firebelcher exhales
STR DEX CON INT WIS CHA fire in a 20-foot cone. Each creature in that area
must make a DC 14 Dexterity saving throw, taking
22 (+6) 10 (+0) 18 (+4) 4 (-3) 12 (+1) 8 (-1) 28 (8d6) fire damage on a failed save, or half as
much damage on a successful one.
Damage Resistances cold
Damage Immuniteis fire, poison Dragonspawn's Immunity. Any dragonspawn riding
Condition Immunities sleep, paralysis on or within 10 feet of the firebelcher gain
Senses darkvision 60 ft., passive Perception 11 immunity to fire damage.
Languages Draconic Actions Multiattack. The firebelcher makes two
Challenge 10 (5,900 XP) attacks: one with its bite and one with its claws.

Rampage. When the Redspawn Devastator reduces Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
a creature to 0 hit points with a melee attack on its one target. Hit: 14 (2d8 + 4) piercing damage.
turn, the Devastator can take a bonus action to Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
move up to half its speed and make a bite attack. one target. Hit: 16 (3d6 + 4) slashing damage.
Fire Breath (Recharge 5-6). The Redspawn
Devastator exhales fire in a 30-foot cone. Each
creature in that area must make a DC 16 Dexterity
saving throw, taking 49 (14d6) fire damage on a
failed save, or half as much damage on a successful
one.

Actions
Multiattack. The Redspawn Devastator makes two
attacks: one with its bite and one with its claw.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 16 (2d8 + 7) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 18 (2d10 + 7) slashing damage.

MONSTERS | DRAGONSPAWN
41
Whitespawn Hordeling Whitespawn Iceskidder
The Whitespawn Hordeling stands roughly the height of a The Whitespawn Iceskidder, the largest of the white
dragonspawn, is an impressive creature resembling a
gnome, with a vaguely humanoid form adorned in white modified reptilian form. It reaches lengths of 11 feet and
scales. Their dragon-like heads exude an aura of violence, weighs around 2,000 pounds, akin to the size of a horse.
reflecting their exceedingly aggressive nature. These Vestigial wings aid in propulsion, while its white scales exude
predatory creatures are always on the move, living in cold an aura of cruelty.
regions and constantly hunting for sustenance. Although barely more intelligent than animals,
Whitespawn Hordelings possess the ability to spray a cone Whitespawn Iceskidders possess inherent cruelty due to their
of ice from their mouths, akin to their distant white dragon heritage. They are immune to cold and possess a breath
relatives. They are immune to the cold and wield both crude weapon reminiscent of white dragons, freezing their prey in
weapons and their own fangs in combat. Darkvision aids place. Any dragonspawn riding or within 5 feet of an
them in navigating their nomadic lifestyle. Iceskidder gains immunity to the cold.
Highly social among their own kind, Whitespawn Solitary by nature, Whitespawn Iceskidders occasionally
Hordelings are never found in groups of less than six, with form mated pairs that live and hunt together. They favor cold
some hordes comprising up to 150 members. They and open regions as their habitat, hunting anything smaller
reproduce naturally, with eggs placed inside prey animals' than themselves. These creatures dig caves within snow and
carcasses to provide immediate nourishment to the ice, which serve as their lairs where they hibernate through
hatchlings. They communicate through a crude form of the the warmer seasons.
Draconic language. Whitespawn Hunters often tame and utilize Whitespawn
Whitespawn Hordelings exhibit a violent nature, attacking Iceskidders as mounts, while some white dragons employ
almost anything they encounter. Although they possess only them as guardians of their lairs. With their impressive size
marginal intelligence beyond that of animals, some are and formidable abilities, Whitespawn Iceskidders strike fear
known to craft crude tools from bone and stone. Leadership into the hearts of those who dare to cross their path.
is determined by the most threatening and dominant
hordeling, revered as the leader. They hold white dragons in
high regard as living embodiments of their goddess, Tiamat.
Whitespawn Iceskidders
Whitespawn Hunter Large beast, chaotic evil
The Whitespawn Hunter is a reptilian humanoid with tough Armor Class 14 (natural armor)
white scales covering its body. Its draconic head features Hit Points 97 (13d10 + 26)
razor-sharp teeth and its tail aids in balance and swift Speed 40 ft., climb 20 ft., swim 40 ft.
movement. These brutal creatures lack any semblance of
morals or scruples, driven solely by their predatory instincts.
Whitespawn Hunters possess keen darkvision and are STR DEX CON INT WIS CHA
immune to the effects of cold. They are commonly found 18 (+4) 14 (+2) 15 (+2) 3 (-4) 10 (+0) 6 (-2)
dwelling in cold wastes, plains, and occasionally mountains.
Their carnivorous nature drives them to consume anything Skills Perception +2
they can overpower, including the bones and bodies of their Damage Immunities cold
own kind. Condition Immunities frightened
In tribes, leadership is determined by strength and Senses darkvision 60 ft., passive Perception 12
brutality, usually held by a dominant male. Tribes are known Languages understands Draconic but can't speak
to split off when they grow too large, resulting in violent Challenge 4 (1,100 XP)
confrontations between rival groups. Whitespawn Hunters
engage in open fighting when two tribes meet. Cold Immunity. The whitespawn iceskidders is
These reptilian humanoids reproduce naturally, with immune to cold damage.
females laying eggs in frigid and isolated locations.
Hatchlings are expected to fend for themselves until the tribe Freezing Breath (Recharge 5-6). The iceskidders
returns to the area. The rite of passage for adolescents in the exhales a 15-foot cone of freezing air. Each
tribe is equally brutal, with young hunters sent out to bring creature in that area must make a DC 13 Dexterity
saving throw, taking 21 (6d6) cold damage on a
down a formidable creature. Only one of the two will be failed save, or half as much damage on a successful
allowed to return, while the other is either killed or forced to one. A creature that fails its saving throw is also
flee. restrained until the start of its next turn.
Whitespawn Hunters keep slaves of other races and even
dominate Whitespawn Hordelings. They are also known to Actions
use Whitespawn Iceskidders as mounts. Although they barely
venerate Tiamat and do not revere dragons like most Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
dragonspawn, they are feared for their ferocity and relentless one target. Hit: 10 (2d6 + 4) piercing damage.
pursuit of prey.

MONSTERS | DRAGONSPAWN
42
Whitespawn Hordeling Whitespawn Hunter
Medium humanoid, chaotic evil
Small humanoid, chaotic evil
Armor Class 15 (natural armor)
Armor Class 13 Hit Points 52 (8d8 + 16)
Hit Points 18 (4d6 + 4) Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 6 (-2)
12 (+1) 16 (+3) 13 (+1) 8 (-1) 10 (+0) 6 (-2)
Skills Perception +2, Stealth +3
Damage Resistances cold Senses darkvision 60 ft., passive Perception 12
Condition Immunities - Languages Draconic
Senses darkvision 60 ft., passive Perception 10 Challenge 2 (450 XP)
Languages Draconic (limited)
Challenge 1/2 (100 XP) Brutal Ambusher. The whitespawn hunter has
advantage on attack rolls against any creature that
Cold Immunity. The whitespawn hordeling is hasn't taken a turn in the combat yet.
immune to cold damage.
Cold Immunity. The whitespawn hunter is immune
Ice Breath (Recharge 5-6). The whitespawn to cold damage.
hordeling exhales a 30-foot cone of icy breath.
Each creature in that area must make a DC 11 Actions
Dexterity saving throw, taking 14 (4d6) cold
damage on a failed save, or half as much damage on Multiattack. The whitespawn hunter makes two
a successful one. melee attacks: one with its bite and one with its
claws.
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
one target. Hit: 4 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
one target. Hit: 5 (1d6 + 2) slashing damage.

MONSTERS | DRAGONSPAWN
43
In combat, Elder Orbs are formidable adversaries. They
are skilled spellcasters, primarily relying on verbal spells of
Elder Orb their own creation or pilfered from others. Their vast
repertoire of magic is guarded with fervor, and they are

T
he Elder Orb possesses exceptional known to jealously hoard their knowledge. Sorcery courses
intelligence, surpassing most beings in its through their very being, allowing them to substitute the
depth of knowledge and understanding. Within somatic components of spells with the movements of their
beholder society, Elder Orbs assume eyestalks. However, the casting of spells requiring material
prominent roles as councilors and leaders. components poses a challenge for them. While some have
They wield their accumulated wisdom and learned to circumvent this limitation, Elder Orbs tend to favor
magical prowess to guide and shape the spells that do not rely on such costly components.
factions they reside in, exerting their influence over their kin. Through their mastery of magic, Elder Orbs hold dominion
As creatures of extraordinary longevity, Elder Orbs require over death tyrants, capable of controlling and creating them
less sustenance compared to other beholders. This enables at will. These powerful undead creatures serve as their loyal
them to consume a wider range of foods, including minions, executing their bidding, including engaging in
substances that would be toxic to others. Their bodies exhibit combat against their adversaries.
a remarkable resistance to magic, effortlessly piercing
through illusions and warding off hostile spells.

Elder Orb Paralyzing Ray. The target must succeed on a DC 19


Constitution saving throw or be paralyzed for 1
Large aberration, lawful evil
minute.
Armor Class 19 (natural armor)
Sleep Ray. The target must succeed on a DC 19
Hit Points 207 (18d10+90)
Wisdom saving throw or fall asleep and remain
Speed 0 ft., fly 20 ft. (hover)
unconscious for 1 minute.
Slow Ray. The target must succeed on a DC 19
STR DEX CON INT WIS CHA Wisdom saving throw or have its speed halved for 1
10 (+0) 14 (+2) 20 (+5) 24 (+7) 18 (+4) 24 (+7) minute.
Telekinetic Ray. The elder orb can use this ray to
Skills Arcana +16, Insight +11, Perception +11 move an object that weighs no more than 300
Damage Resistances cold, fire, lightning; bludgeoning, pounds up to 30 feet in any direction. The object
piercing, and slashing damage from nonmagical
can be a creature or an unattended object. The elder
weapons orb makes a ranged spell attack against the target
Damage Immunities psychic
and, if successful, the target must succeed on a DC
Condition Immunities charmed, frightened, paralyzed, 19 Strength saving throw or be moved as directed
petrified, prone by the elder orb.
Senses darkvision 120 ft., passive Perception 21
Languages Deep Speech, Undercommon, telepathy 120 Disintegration Ray. The target must succeed on a DC
ft. 19 Dexterity saving throw or take 45 (10d8) force
Challenge 16 (15,000 XP) damage. If this damage reduces the target to 0 hit
points, it is disintegrated.
Magic Resistance. The elder orb has advantage on
saving throws against spells and other magical effects.
Legendary Actions
Actions The elder orb can take 3 legendary actions, choosing
from the options below. Only one legendary action
Eye Ray Mastery. The elder orb's eyestalks count as
option can be used at a time and only at the end of
magical weapons and can each be used to make a
another creature's turn. The elder orb regains spent
ranged spell attack with a range of 120 feet. The elder
legendary actions at the start of its turn.
orb can use up to three different eye rays in a single
turn, choosing from the following options: Eyestalk Blast. The Elder Orb uses one of its eyestalks to
make a ranged spell attack against a creature it can see
Charm Ray. The target must succeed on a DC 19
within 120 feet. The attack deals 2d10 force damage
Wisdom saving throw or be charmed by the elder
on a hit.
orb for 1 hour.
Telekinetic Slam. The Elder Orb targets a creature it can
Fear Ray. The target must succeed on a DC 19 see within 60 feet and uses its telekinesis to attempt
Wisdom saving throw or be frightened by the elder to slam the creature into a solid surface. The target
orb for 1 minute. must make a DC 20 Strength saving throw or take 3d8
bludgeoning damage and be stunned until the end of
its next turn.

MONSTERS | ELDER ORB


44
Eldritch Giant

T
he Eldritch Giants are imposing creatures, Eldritch Giants possess formidable magical powers that
standing tall at a height of 25 feet (7.6 meters) set them apart. They possess an innate talent for detecting
and boasting a weight of approximately 13,000 and dispelling potent magic, launching devastating attacks
pounds (5,900 kilograms). Their presence is with their magic missiles, and conjuring dimensional
marked by a faint purple hue that covers their doorways with ease. Their deep understanding of arcane lore
skin, while their eyes constantly shift in shades allows them to handle magical items with the expertise of
of blue, green, and violet. Adorning their skilled wizards. Moreover, their indomitable wills grant them
bodies are intricate arcane tattoos, serving as a testament to resistance against illusions and mental manipulation.
their profound magical abilities. Eldritch Giants are adorned with arcane tattoos, which
grant them several abilities: they can absorb conjurations and
zones of magic, channeling the absorbed energy to enhance
their own attacks. These mystical markings also grant them
the power to teleport along streams of magical energy.

Eldritch Giant Globe of Invulnerability. The Eldritch Giant can create a


10-foot-radius sphere of magical energy centered on
Huge giant, neutral
itself, similar to the globe of invulnerability spell of 5th
Armor Class 19 (natural armor) level.
Hit Points 250 (20d12 + 120) Arcane Lore. The Eldritch Giant can use magical items
Speed 40 ft. as if it were a 9th-level spellcaster.
Illusion Resistance. The Eldritch Giant has advantage on
STR DEX CON INT WIS CHA saving throws against illusions and other mental
manipulation.
25 (+7) 10 (+0) 22 (+6) 18 (+4) 14 (+2) 12 (+1)
Conjuration Absorption. Whenever a conjuration spell or
Saving Throws Int +9, Wis +7 a zone of magic is cast within 60 feet of the Eldritch
Skills Arcana +9, Investigation +9, Perception +7 Giant, it can use its reaction to absorb the energy. The
Damage Resistances force Eldritch Giant gains temporary hit points equal to the
Condition Immunities charmed, frightened spell's level x 10 and can use this energy to add an
Senses passive Perception 17 additional 2d10 force damage to its weapon attacks
Languages Common, Giant until the end of its next turn. Additionally, the Eldritch
Challenge 14 (11,500 XP) Giant can use its bonus action to teleport up to 60 feet
along a magical energy flow.
Arcane Detection. The Eldritch Giant can sense the
presence of powerful magic within 120 feet of it and
Actions
automatically succeeds on saving throws against spells Multiattack. The Eldritch Giant makes two melee
of 3rd level or lower. attacks with its bastard sword.
Magic Missile. The Eldritch Giant can cast magic missile Bastard Sword. Melee Weapon Attack: +12 to hit, reach
as a 5th-level spell, dealing force damage. 10 ft., one target. Hit: 25 (4d6 + 7) slashing damage.
Dimension Door. The Eldritch Giant can cast dimension Arcane Blast. The Eldritch Giant unleashes a blast of
door as a 5th-level spell. arcane energy in a 30-foot cone. Each creature in that
area must make a DC 17 Dexterity saving throw, taking
42 (12d6) force damage on a failed save, or half as
much damage on a successful one.

MONSTERS | ELDRITCH GIANT


45
An eldritch giant with arcane tattoos.

MONSTERS | ELDRITCH GIANT


46
Eye of Shadow

T
he Eye of Shadow is a beholder warped by These creatures take delight in sowing fear and terror in
prolonged exposure to the Shadowfell. their victims. Their eyes possess devastating powers,
Covered in inky black skin, it hovers including the ability to induce fear, blind with radiant energy,
menacingly through the air with its numerous deafen with thunderous sound, and immobilize with necrotic
eye stalks quivering with anticipation. Its main energy. They are also masters of stealth, seamlessly blending
central eye gleams with a malevolent glow, into areas of darkness and disappearing from sight.
radiating an aura of darkness. Eye of Shadows primarily rely on their eye beams and
sharp-toothed maws to engage in combat. Patient and
cunning, they patiently lurk in the shadows, biding their time
until their prey succumbs to fear before launching their
devastating attacks.

Eye of Shadow Eye Rays. The eye of shadow can use one of the
following eye rays as an action:
Large aberration, chaotic evil
Fear Ray. The eye of shadow targets one creature
Armor Class 17 (natural armor) within 120 feet of it that it can see. The target must
Hit Points 225 (18d10 + 126) succeed on a DC 17 Wisdom saving throw or
Speed 0 ft., fly 20 ft. (hover) become frightened 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.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 24 (+7) 17 (+3) 14 (+2) 18 (+4) Radiant Ray. The eye of shadow targets one creature
within 120 feet of it that it can see. The target must
make a DC 17 Constitution saving throw or be
Damage Immunities psychic blinded for 1 minute. The creature can repeat the
Condition Immunities blinded, prone
saving throw at the end of each of its turns, ending
Senses darkvision 120 ft., passive Perception 12 the effect on itself on a success.
Languages Deep Speech, understands Common but
doesn't speak it Thunder Ray. The eye of shadow targets one creature
Challenge 13 (10,000 XP) within 120 feet of it that it can see. The target must
make a DC 17 Constitution saving throw or be
Shadow Stealth. While in dim light or darkness, the eye deafened for 1 minute. The creature can repeat the
of shadow can take the Hide action as a bonus action. saving throw at the end of each of its turns, ending
the effect on itself on a success.
Innate Spellcasting. The eyes of shadow's spellcasting
ability is Intelligence (spell save DC 17). The eyes of Necrotic Ray. The eye of shadow targets one
shadow can innately cast the following spells, requiring creature within 120 feet of it that it can see. The
no material components: target must make a DC 17 Constitution saving throw
or be restrained for 1 minute. At the end of each of
At will: darkness, levitate
the target's turns, it can repeat the saving throw,
3/day each: confusion, dimension door, eyebite ending the effect on itself on a success. While the
target is restrained, it also can't see the eye of
Actions shadow or other creatures within 10 feet of it.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit 16 (2d10 + 5) piercing damage. Each eye ray can be used once and then requires a
recharge period of 1d4 rounds.

MONSTERS | EYE OF SHADOW


47
An eye of shadow.

MONSTERS | EYE OF SHADOW


48
Eye of the Deep

T
he Eye of the Deep, sometimes amusingly Eye of the Deep are notorious for their deceptive and
called a "seaholder," is a water-dwelling selfish nature. They are driven by self-preservation and
relative of the beholder. It possesses a reddish personal gain, only forming alliances if they are promised
lobster-like chitinous exterior, with large food or perceive an advantage. While not as intelligent as
antennae protruding from its head, each their beholder counterparts, they are resourceful enough to
ending in a watchful eye. Instead of traditional set traps and employ tactical maneuvers.
eyestalks, it boasts two powerful arms Through their eye rays, Eye of the Deep can create
terminating in crab-like claws. powerful illusions, crafting intricate three-dimensional
These spherical creatures move silently through the water, images to lure unsuspecting victims. They can also generate
aided by numerous sticky white "feelers" beneath their blinding flashes of light, stunning and disorienting their
bodies. Their chitinous plates provide protection, and their targets. Individually, their eye rays can immobilize opponents
mouths house razor-sharp, shark-like teeth. and even unleash waves of cold. These creatures use their
illusions to mislead enemies, creating false hopes and
reinforcing their tactical advantage.
In combat, Eyes of the Deep rely on their illusion abilities,
the flashing stun, and their formidable claws to incapacitate
and rend their prey apart.

Eye of the Deep Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one creature. Hit: 13 (2d8 + 4) bludgeoning damage
Large aberration (aquatic), lawful evil
plus 10 (3d6) psychic damage, and the target is
Armor Class 18 (natural armor) grappled (escape DC 18). Until this grapple ends, the
Hit Points 102 (12d8+48) creature is restrained, and the Eye of the Deep can't
Speed 5 ft., swim 30 ft., fly 20 ft. (hover) constrict another target.
Improved Grab. To use this ability, the Eye of the Deep
must hit with its claw attack. It can then attempt to
STR DEX CON INT WIS CHA start a grapple as a free action without provoking
20 (+5) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 15 (+2) opportunity attacks. If it wins the grapple check, it
establishes a hold and can constrict.
Skills Perception +8 Eye Rays. The Eye of the Deep can fire two different
Senses darkvision 60 ft., passive Perception 25 magical rays from each of its small eyes, choosing from
Languages Common, Deep Speech, Aquan the options below. It can use each ray option once per
Challenge 8 (3,900 XP) round as a free action, and can tilt and pan its body
each round to change which rays it brings to bear. Each
All-Around Vision. The Eye of the Deep has a +4 bonus ray's effect follows the rules for a ranged spell attack.
to its passive Perception score and can't be surprised. Each ray has a range of 150 ft. and a save DC of 19.
The save DC is Charisma-based. The two eye ray
Actions options are:
Baleful Flash (1/day). As a bonus action, the Eye of the Hold Monster. The target must succeed on a Wisdom
Deep can generate a flash of terrible white light from saving throw or be paralyzed for 1 minute. The target
its central eye. The flash affects all creatures in a 60- can repeat the saving throw at the end of each of its
foot cone. The baleful flash blinds creatures for 2d6 turns, ending the effect on itself on a success.
rounds and stuns them for half the duration of the
Cone of Cold. The target must make a Dexterity
blindness. A DC 19 Constitution saving throw negates saving throw, taking 55 (10d8) cold damage on a
the stun and reduces the blindness to dazzled.
failed save, or half as much damage on a successful
Sightless creatures are immune to this attack. one.
Persistent Image (1/day). The eye of the deep creates an
illusory image of itself as an action. The image lasts Claw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
until dispelled or until the eye creates another image. one target. Hit: 17 (2d8 + 8) slashing damage.
The image appears in a spot within 120 feet of the eye
and can move up to 120 feet from that spot. The Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
image is visually and audibly indistinguishable from the target. Hit: 19 (3d8 + 6) piercing damage.
eye of the deep, and it lasts until it is dispelled or until
the eye of the deep dismisses it as an action.

MONSTERS | EYE OF THE DEEP


49
An eye of the deep.

MONSTERS | EYE OF THE DEEP


50
Felldrake

F
elldrakes are a group of wingless drakes created
by the dragon deity Bahamut. They possess a
variety of forms, each characterized by their Felldrakes
unique features and size. Small dragon, lawful good
These dragon-like creatures, although lacking
wings, compensate with their agility and natural Armor Class 15 (natural armor)
prowess. They exhibit darkvision and low-light Hit Points 45 (10d6 + 10)
vision, granting them exceptional sight in various Speed 30 ft., fly 60 ft.
environments. Furthermore, felldrakes are immune to magic
that induces sleep or paralysis, making them resilient in STR DEX CON INT WIS CHA
battle.
Although smaller than true dragons, felldrakes display a 12 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
deep sense of loyalty and goodness due to their divine
lineage. They communicate in Draconic and Sylvan, and their Saving Throws DEX +5, WIS +4, CHA +2
presence often indicates a connection to the patron deity Skills Perception +4
Bahamut. Damage Resistances None
Damage Immunities None
Condition Immunities Sleep, Paralyzed
Senses Darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 1 (200 XP)

Fierce and Loyal. Felldrakes are fierce and loyal


creatures, born with the blood of Bahamut within
them.
Keen Senses. The felldrake has advantage on
Wisdom (Perception) checks that rely on sight,
hearing, or smell.
Limited Flight. The felldrake can fly for up to 60
feet.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Breath Weapon (Recharge 5-6). The felldrake exhales
a 15-foot cone of radiant energy. Each creature in
that area must make a DC 12 Dexterity saving
throw, taking 10 (3d6) radiant damage on a failed
save, or half as much damage on a successful one.

MONSTERS | FELLDRAKE
51
Gem Dragons

G
em Dragons are majestic creatures Amber dragons possess a unique breath weapon, capable
characterized by their shimmering scales, of spraying scalding sap that quickly hardens around their
which resemble precious gemstones reflecting victims, trapping them in an immobilizing resin shell. They
a dazzling array of colors. Aloof and solitary by also possess innate telepathy, enabling them to communicate
nature, these magnificent beings are often with druids and forest-dwelling creatures such as brownies,
found dwelling within the depths of the Inner elves, gnomes, and sprites.
Planes, far removed from the mundane While amber dragons prefer to avoid combat due to their
realms. relative weakness, they fiercely defend themselves by using
Unlike their chromatic and metallic counterparts, Gem their prow and claws to strike opponents. They are known to
Dragons exhibit an inherent sense of self-centeredness, magnetize creatures with metal armor or weapons, hindering
prioritizing their personal pursuits and interests over the their combat capabilities.
affairs of other creatures. They are known to spend countless
hours in quiet contemplation, their thoughts delving into
mysteries unknown to lesser beings.
With scales that emulate the hues of vibrant gemstones,
Gem Dragons possess an ethereal beauty that captivates the
gaze of all who behold them. Their majestic wings, adorned
with translucent membranes, enable them to glide gracefully
through the planes, their movements reminiscent of a dance
imbued with elegance and power.
Masters of elemental energy, Gem Dragons possess the
ability to harness the raw forces of the Inner Planes. They
can conjure powerful gusts of wind, summon cascades of
crystalline shards, and breathe forth scintillating torrents of
elemental energy unique to their respective draconic
lineages.
Encounters with Gem Dragons are rare and highly sought
after by adventurers, scholars, and treasure hunters alike.
Many covet the chance to witness their radiant splendor,
hoping to uncover the enigmatic knowledge that these
ancient beings have amassed throughout the eons.
Amber Dragons
Amber dragons are a rare breed of gem dragons found
exclusively in dense forested areas. Their immense size,
ranging from huge to gargantuan, is matched by their unique
appearance. The dragons' thick, bark-like skin takes on
shades of dark brown to dull gray, blending seamlessly with
the trees that surround them. Their eyes, resembling the
color of amber, reflect an ancient wisdom.
These majestic creatures possess a horned beak-like prow,
extending a foot in length, and their scythe-like claws are
razor-sharp. While their teeth are not ideal for offensive
biting, they compensate with powerful thrusts and slashes
from their prow and claws. Amber dragons are formidable
opponents despite their smaller stature among gem dragons.
Known for their exceptional intelligence, amber dragons
exhibit a deep connection with nature and share philosophies
similar to those of druids. They dwell in solitude and exhibit
an aloof and solitary nature. Their moods reflect the
capriciousness of the elements, attuned to the ever-changing
natural surroundings.
Unlike many other dragon species, amber dragons hold
disdain towards material wealth. They do not hoard treasures
of gold or other metallic valuables. Instead, they find solace
and fulfillment in the harmony of the forest and the balance
of the natural world.

MONSTERS | GEM DRAGONS


52
Young Amber Dragon
Huge dragon, neutral
Amber Dragon Armor Class 18 (natural armor)
Hit Points 210 (20d12 + 80)
Wyrmling Speed 50 ft., fly 100 ft.
Large dragon, neutral
Armor Class 16 (natural armor)
Hit Points 105 (14d12 + 14) STR DEX CON INT WIS CHA
Speed 40 ft., fly 80 ft.
22 (+6) 14 (+2) 18 (+4) 16 (+3) 14 (+2) 16 (+3)

STR DEX CON INT WIS CHA Saving Throws Dex +6, Con +8, Wis +6, Cha +7
Skills Perception +8, Stealth +6
18 (+4) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 12 (+1) Damage Immunities poison
Senses darkvision 120 ft., passive Perception 18
Saving Throws Dex +4, Con +3, Wis +4 Languages Draconic, Druidic
Skills Perception +4, Stealth +4
Damage Immunities poison Innate Spellcasting The dragon's innate spellcasting
Senses darkvision 60 ft., passive Perception 14 ability is Wisdom (spell save DC 15). The dragon
Languages Draconic, Druidic can innately cast the following spells, requiring no
material components:
Innate Spellcasting The dragon's innate spellcasting
At will: druidcraft, entangle
ability is Wisdom (spell save DC 12). The dragon
3/day each: barkskin, pass without trace
can innately cast the following spells, requiring no
material components:
Actions
At will: druidcraft, entangle
Multiattack The dragon can use its Frightful
1/day each: barkskin, pass without trace
Presence. It then makes three attacks: one with its
bite and two with its claws.
Actions
Multiattack The dragon can use its Frightful Bite Melee Weapon Attack: +10 to hit, reach 15 ft.,
Presence. It then makes three attacks: one with its one target. Hit: 22 (3d10 + 6) piercing damage.
bite and two with its claws. Claw Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 16 (2d8 + 6) slashing damage.
Bite Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage. Frightful Presence Each creature of the dragon's
choice within 120 feet of it and aware of it must
Claw Melee Weapon Attack: +6 to hit, reach 5 ft.,
succeed on a DC 15 Wisdom saving throw or
one target. Hit: 9 (2d4 + 4) slashing damage.
become frightened for 1 minute. A creature can
Frightful Presence Each creature of the dragon's repeat the saving throw at the end of each of its
choice within 60 feet of it and aware of it must turns, ending the effect on itself on a success.
succeed on a DC 11 Wisdom saving throw or
Breath Weapon (Recharge 5-6) The dragon exhales a
become frightened for 1 minute. A creature can
60-foot cone of sticky, scalding sap. Each creature
repeat the saving throw at the end of each of its
in that area must make a DC 16 Dexterity saving
turns, ending the effect on itself on a success.
throw, taking 48 (10d8) acid damage on a failed
Breath Weapon (Recharge 5-6) The dragon exhales a save, or half as much damage on a successful one.
30-foot cone of sticky, scalding sap. Each creature A creature that fails the saving throw is covered in
in that area must make a DC 13 Dexterity saving sticky sap and restrained until it takes an action to
throw, taking 24 (7d6) acid damage on a failed remove the sap, or until the sap is removed by an
save, or half as much damage on a successful one. effect such as a dispel magic spell. The sap can also
A creature that fails the saving throw is covered in be ignited by fire damage, causing the creature to
sticky sap and restrained until it takes an action to take an additional 5 (1d10) fire damage per turn
remove the sap, or until the sap is removed by an until the sap is removed.
effect such as a dispel magic spell.

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53
Adult Amber Dragon Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
Gargantuan dragon, neutral
Armor Class 23 (natural armor) with its claws.
Hit Points 385 (22d20 + 154)
Bite Melee Weapon Attack: +16 to hit, reach 20 ft., one
Speed 50 ft., fly 100 ft. target. Hit: 28 (4d8 + 10) piercing damage.
Claw Melee Weapon Attack: +16 to hit, reach 15 ft.,
STR DEX CON INT WIS CHA one target. Hit: 22 (3d10 + 10) slashing damage.
30 (+10) 14 (+2) 24 (+7) 18 (+4) 16 (+3) 20 (+5) Frightful Presence Each creature of the dragon's choice
within 120 feet of it and aware of it must succeed on a
Saving Throws Dex +7, Con +14, Wis +9, Cha +11 DC 19 Wisdom saving throw or become frightened for
Skills Perception +15, Stealth +7 1 minute. A creature can repeat the saving throw at the
Damage Immunities poison end of each of its turns, ending the effect on itself on a
Senses darkvision 120 ft., passive Perception 25 success.
Languages Draconic, Druidic Breath Weapon (Recharge 5-6) The dragon exhales a 90-
foot cone of sticky, scalding sap. Each creature in that
Innate Spellcasting The dragon's innate spellcasting area must make a DC 22 Dexterity saving throw, taking
ability is Wisdom (spell save DC 19). The dragon can 72 (16d8) acid damage on a failed save, or half as
innately cast the following spells, requiring no material much damage on a successful one. A creature that fails
components: the saving throw is covered in sticky sap and restrained
At will: druidcraft, entangle, pass without trace until it takes an action to remove the sap, or until the
3/day each: barkskin, call lightning, control water sap is removed by an effect such as a dispel magic
spell. The sap can also be ignited by fire damage,
Actions causing the creature to take an additional 10 (2d10)
fire damage per turn until the sap is removed.

Ancient Amber Dragon Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
Gargantuan dragon, neutral
Armor Class 26 (natural armor) with its claws.
Hit Points 660 (32d20 + 320)
Bite Melee Weapon Attack: +20 to hit, reach 25 ft., one
Speed 60 ft., fly 120 ft. target. Hit: 35 (4d10 + 10) piercing damage.
Claw Melee Weapon Attack: +20 to hit, reach 20 ft.,
STR DEX CON INT WIS CHA one target. Hit: 28 (3d12 + 10) slashing damage.
30 (+10) 14 (+2) 30 (+10) 22 (+6) 18 (+4) 24 (+7) Tail Melee Weapon Attack: +20 to hit, reach 30 ft., one
target. Hit: 30 (4d8 + 10) bludgeoning damage.
Saving Throws Dex +9, Con +19, Wis +13, Cha +16 Frightful Presence Each creature of the dragon's choice
Skills Perception +23, Stealth +9 within 120 feet of it and aware of it must succeed on a
Damage Immunities poison DC 24 Wisdom saving throw or become frightened for
Senses darkvision 120 ft., passive Perception 33 1 minute. A creature can repeat the saving throw at the
Languages Draconic, Druidic end of each of its turns, ending the effect on itself on a
success.
Innate Spellcasting The dragon's innate spellcasting
ability is Wisdom (spell save DC 24). The dragon can Breath Weapon (Recharge 5-6) The dragon exhales a
innately cast the following spells, requiring no material 120-foot cone of sticky, scalding sap. Each creature in
components: that area must make a DC 27 Dexterity saving throw,
taking 90 (20d8) acid damage on a failed save, or half
At will: druidcraft, entangle, pass without trace, as much damage on a successful one. A creature that
speak with plants fails the saving throw is covered in sticky sap and
3/day each: barkskin, call lightning, control water, restrained until it takes an action to remove the sap, or
wall of thorns until the sap is removed by an effect such as a dispel
1/day each: earthquake, transport via plants magic spell. The sap can also be ignited by fire damage,
causing the creature to take an additional 20 (4d10)
Actions fire damage per turn until the sap is removed.

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54
A young amber dragon.

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55
These gem dragons are naturally psionic, utilizing a range
of psychic abilities. They can manipulate molecular
Beljuril Dragons structures, exert telekinetic control over flames and wind, and
employ energy containment and metamorphosis. They also
Beljuril dragons, a rare and powerful species of gem dragons, possess psychometabolic skills, allowing them to adjust cells,
are uniquely attuned to seismically active areas. These stimulate chemicals, lend health, and suspend animation.
reclusive creatures exhibit an awe-inspiring appearance that The inhospitable volcanic habitats of beljuril dragons
evolves as they age. Young beljuril dragons possess dark grey protect them from most threats, making combat a rare
scales, gradually developing a lava-like coloration with grey or occurrence. These dragons feed on seismic energy and make
black plates interlaced with red and yellow outlines. As they their homes in lava lakes and surrounding caves atop
grow older, their scales transform into dark grey and violet volcanoes. Their lairs are adorned with molten silver, copper,
streaked with incandescent blue and green. and rare ores drawn up from the earth's mantle. The
Despite their reclusive nature, younger beljuril dragons surrounding rock is studded with beljuril crystals, quartzes,
display a curiosity towards visitors, while the older ones seek or rainbow obsidian.
new territories or respond defensively when attacked. These Beljuril dragons are natural loners, burying their eggs deep
dragons are rarely aggressive unless provoked. within the ground. Hatchlings emerge only when a new
Beljuril dragons possess two breath weapons. The first volcano forms, and their scales are initially unusually hard
releases a silent, cold blast of energy in the form of crackling due to the heat and pressure of their hatching environment.
green, violet, or blue light, absorbing heat, light, and vibratory However, they shed this hardness as they undergo frequent
energy before unleashing a massive electrical blast. It can growth spurts.
only be used in seismically active environments. The second Rarely encountered on Faerûn, beljuril dragons fiercely
breath weapon is a powerful gout of lava. Additionally, beljuril protect their homes from dwarves and gnomes using their
dragons are immune to any fire- or heat-based effects. psionic abilities. Only a handful of these magnificent
creatures exist, with one known to dwell deep beneath the
easternmost Spiderhaunt Peaks.

Beljuril Dragon 1/day each: invisibility, telekinesis

Wyrmling Actions
Medium dragon, chaotic neutral
Armor Class 16 (natural armor) Multiattack. The dragon makes three attacks: one with
Hit Points 60 (8d8 + 24) its bite and two with its claws.
Speed 40 ft., fly 80 ft., swim 40 ft. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 9 (2d4 + 3) slashing damage.
16 (+3) 14 (+2) 16 (+3) 18 (+4) 12 (+1) 14 (+2) Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons:
Saving Throws Dex +4, Con +5, Int +6, Wis +3
Seismic Energy Breath. The dragon exhales a 10 by
Skills Arcana +5, Perception +3 60 foot line of cold energy that absorbs heat, light,
and vibratory energy. Each creature in that line must
Damage Immunities Fire make a DC 13 Constitution saving throw, taking 28
Senses Blindsight 30 ft., darkvision 120 ft., passive (8d6) cold damage on a failed save, or half as much
Perception 13 damage on a successful one. The dragon can use this
breath weapon only in a seismically active
Languages Draconic, telepathy 120 ft. environment. After using this breath weapon, the
Challenge 5 (1,800 XP) dragon may create a handful of beljuril gems within
10 feet of itself.
Legendary Resistance (1/day). If the dragon fails a saving
throw, it can choose to succeed instead. Lava Breath. The dragon exhales a 30-foot cone of
Innate Spellcasting. The dragon can innately cast the lava. Each creature in that area must make a DC 13
following spells, requiring no components: Dexterity saving throw, taking 28 (8d6) fire damage
on a failed save, or half as much damage on a
At will: control flames, control winds, detect successful one.
thoughts

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56
Young Beljuril Dragon Actions
Large dragon, chaotic neutral Multiattack. The dragon makes three attacks: one with
Armor Class 18 (natural armor)
its bite and two with its claws.
Hit Points 178 (17d10 + 85)
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
Speed 40 ft., fly 80 ft., swim 40 ft. one target. Hit: 22 (3d10 + 6) piercing damage plus 9
(2d8) psychic damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 15 (2d8 + 6) slashing damage.
22 (+6) 14 (+2) 20 (+5) 20 (+5) 14 (+2) 16 (+3)
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 17 (2d10 + 6) bludgeoning damage.
Saving Throws Dex +5, Con +9, Int +9, Wis +5, Cha +6
Telekinetic Barrier (1/day). The dragon creates a
Skills Arcana +9, Perception +9 telekinetic barrier around itself that lasts for 1 minute.
Damage Immunities Fire The barrier has 60 hit points and is immune to all
damage except psychic damage. While the barrier is
Senses Blindsight 60 ft., darkvision 120 ft., passive active, the dragon has resistance to all damage.
Perception 19
Breath Weapons (Recharge 5-6). The dragon uses one of
Languages Draconic, telepathy 120 ft. the following breath weapons:
Challenge 13 (10,000 XP) Seismic Energy Breath. The dragon exhales a 10 by
Psionic Resistance. The dragon has advantage on saving 60 foot line of cold energy that absorbs heat, light,
throws against spells and other magical effects. and vibratory energy. Each creature in that line must
make a DC 13 Constitution saving throw, taking 28
Legendary Resistance (1/day). If the dragon fails a saving (8d6) cold damage on a failed save, or half as much
throw, it can choose to succeed instead. damage on a successful one.
Innate Spellcasting. The dragon can innately cast the
following spells, requiring no components: Lava Breath. The dragon exhales a 30-foot cone of
lava. Each creature in that area must make a DC 13
At will: control flames, control winds, detect Dexterity saving throw, taking 28 (8d6) fire damage
thoughts on a failed save, or half as much damage on a
successful one.
1/day each: invisibility, telekinesis

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57
Adult Beljuril Dragon Actions
Huge dragon, chaotic neutral Multiattack. The dragon makes three attacks: one with
Armor Class 21 (natural armor) its bite and two with its claws.
Hit Points 385 (22d12 + 220)
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,
Speed 40 ft., fly 80 ft., swim 40 ft. one target. Hit: 26 (3d10 + 9) piercing damage plus
13 (3d8) psychic damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
one target. Hit: 17 (2d8 + 9) slashing damage.
28 (+9) 14 (+2) 28 (+9) 20 (+5) 14 (+2) 20 (+5)
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
target. Hit: 19 (2d10 + 9) bludgeoning damage.
Saving Throws Dex +7, Con +14, Int +14, Wis +7, Cha
+10 Telekinetic Barrier (2/day). The dragon creates a
telekinetic barrier around itself that lasts for 1 minute.
Skills Arcana +14, Perception +14 The barrier has 120 hit points and is immune to all
Damage Immunities Fire damage except psychic damage. While the barrier is
active, the dragon has resistance to all damage.
Senses Blindsight 60 ft., darkvision 120 ft., passive
Perception 24 Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons:
Languages Draconic, telepathy 120 ft.
Seismic Energy Breath. The dragon exhales a 20 by
Challenge 20 (25,000 XP) 80 foot line of cold energy that absorbs heat, light,
Psionic Resistance. The dragon has advantage on saving and vibratory energy. Each creature in that line must
throws against spells and other magical effects. make a DC 22 Constitution saving throw, taking 94
(17d8) cold damage on a failed save, or half as much
Legendary Resistance (2/day). If the dragon fails a saving damage on a successful one.
throw, it can choose to succeed instead.
Lava Breath. The dragon exhales a 60-foot cone of
Innate Spellcasting. The dragon can innately cast the
following spells, requiring no components: lava. Each creature in that area must make a DC 18
Dexterity saving throw, taking 51 (8d8) fire damage
At will: control flames, control winds, detect on a failed save, or half as much damage on a
thoughts successful one.
3/day each: invisibility, telekinesis

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58
Ancient Beljuril Dragon 3/day each: invisibility, telekinesis, teleport
Gargantuan dragon, chaotic neutral
Armor Class 25 (natural armor)
Actions
Hit Points 825 (50d20 + 400)
Multiattack. The dragon makes three attacks: one with
Speed 50 ft., fly 100 ft., swim 50 ft. its bite and two with its claws.
Bite. Melee Weapon Attack: +20 to hit, reach 20 ft.,
STR DEX CON INT WIS CHA one target. Hit: 34 (4d10 + 10) piercing damage plus
20 (4d8) psychic damage.
30 (+10) 16 (+3) 30 (+10) 24 (+7) 18 (+4) 24 (+7)
Claw. Melee Weapon Attack: +20 to hit, reach 15 ft.,
one target. Hit: 21 (2d10 + 10) slashing damage.
Saving Throws Dex +11, Con +20, Int +20, Wis +11,
Cha +14 Tail. Melee Weapon Attack: +20 to hit, reach 30 ft., one
target. Hit: 23 (2d12 + 10) bludgeoning damage.
Skills Arcana +20, Perception +20
Telekinetic Barrier (3/day). The dragon creates a
Damage Immunities Fire telekinetic barrier around itself that lasts for 1 minute.
Senses Blindsight 120 ft., darkvision 240 ft., passive The barrier has 240 hit points and is immune to all
Perception 30 damage except psychic damage. While the barrier is
active, the dragon has resistance to all damage.
Languages Draconic, telepathy 240 ft.
Breath Weapons (Recharge 5-6). The dragon uses one of
Challenge 28 (120,000 XP) the following breath weapons:
Psionic Resistance. The dragon has advantage on saving Seismic Energy Breath. The dragon exhales a 30 by
throws against spells and other magical effects. 120 foot line of cold energy that absorbs heat, light,
Legendary Resistance (3/day). If the dragon fails a saving and vibratory energy. Each creature in that line must
throw, it can choose to succeed instead. make a DC 26 Constitution saving throw, taking 110
(20d8) cold damage on a failed save, or half as much
Innate Spellcasting. The dragon can innately cast the damage on a successful one.
following spells, requiring no components:
Lava Breath. The dragon exhales a 90-foot cone of
At will: control flames, control winds, detect
thoughts, levitate lava. Each creature in that area must make a DC 22
Dexterity saving throw, taking

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59
Obsidian Dragons
Obsidian dragons are the most intelligent of the gem
dragons, as well as the most dangerous. Ranging in size from
Obsidian Dragon small wyrmlings to gargantuan great wyrms, their scales
Wyrmling undergo a transformation from rough, dark grey hatchlings to
smooth, solid black as they grow, making it challenging to
Medium dragon, neutral evil discern individual scales.
Armor Class 17 (natural armor)
These dragons possess remarkable intelligence, but they
Hit Points 60 (13d8)
also display arrogance, a quick temper, and cruelty. They
Speed 30 ft., burrow 20 ft., fly 60 ft.
delight in toying with their prey before delivering the final
blow.
As true dragons, obsidian dragons emanate an aura that
instills fear in those around them. Fire poses no threat to
STR DEX CON INT WIS CHA them, but they are vulnerable to the icy chill of ice and cold.
16 (+3) 14 (+2) 16 (+3) 16 (+3) 13 (+1) 12 (+1) Additionally, they possess the ability to shift between the
Material Plane and the Inner Planes at will. Their breath
Saving Throws Dex +4, Con +5, Wis +3, Cha +3 weapon manifests as a scorching cone of fire.
Skills Perception +5, Stealth +4 As they mature, obsidian dragons develop innate psionic
Damage Immunities fire powers. From firefall and biofeedback in their juvenile stage
Senses blindsight 30 ft., darkvision 120 ft., passive to burning ray, whitefire, and wall of ectoplasm as they reach
Perception 15 adulthood, their psionic abilities continue to expand. In their
Languages Draconic advanced years, they gain powers such as ectoplasmic armor,
Challenge 4 (1,100 XP) flaming shroud, and the ability to plane shift. Their mental
Innate Spellcasting. The dragon's innate spellcasting
prowess enables them to unleash mind thrust or activate
ability is Intelligence (spell save DC 13). The dragon
thought shield, adopting attack or defense modes akin to a
can cast the following spells innately, requiring no psion of the Metacreativity discipline.
material components: In combat, obsidian dragons fearlessly engage their
adversaries, swiftly analyzing their opponents and adapting
At will: fire bolt their tactics accordingly. They often begin by utilizing their
3/day each: burning hands, detect thoughts,
fireball
breath weapon and ranged attacks before closing in to finish
off their enemies with physical strikes. A favored maneuver
Actions involves seizing a foe and employing plane shift to transport
them to the fiery Plane of Fire or their own demiplane,
Multiattack. The dragon can use its Frightful especially if the environment proves hostile enough.
Presence. It then makes three attacks: one with its Obsidian dragons thrive in warm, mountainous, or
bite and two with its claws. underground settings, particularly those near volcanoes.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Many establish their lairs within coal mountains found in the
one target. Hit: 8 (1d10 + 3) piercing damage plus Elemental Plane of Fire, while the great wyrms harness their
3 (1d6) fire damage. genesis power to create their own demiplanes.
Once residing at the Ruby Palace of their deity Sardior,
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., obsidian dragons faced a significant event that led to their
one target. Hit: 6 (1d6 + 3) slashing damage plus 3 expulsion from the court. Their leader, the thane Seradess,
(1d6) fire damage. was slain by the Master of Gem Dragons under mysterious
Frightful Presence. Each creature of the dragon's circumstances, marking their fall from grace. This event,
choice within 30 feet of the dragon and aware of it along with their inherent malevolence compared to other
must succeed on a DC 11 Wisdom saving throw or gem dragon species, has since caused them to be shunned
become frightened for 1 minute. A creature can and opposed by their kin.
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.
Breath Weapon (Recharge 5-6). The dragon exhales
fire in a 15-foot cone. Each creature in that area
must make a DC 13 Dexterity saving throw, taking
22 (5d8) fire damage on a failed save, or half as
much damage on a successful one.

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60
Young Obsidian Dragon Actions
Large dragon, neutral evil Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with its bite and two
Armor Class 19 (natural armor)
with its claws.
Hit Points 178 (17d10 + 85)
Speed 40 ft., burrow 20 ft., fly 80 ft. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage plus 7
(2d6) fire damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
21 (+5) 14 (+2) 21 (+5) 18 (+4) 15 (+2) 14 (+2) target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6)
fire damage.
Saving Throws Dex +6, Con +9, Wis +6, Cha +6 Frightful Presence. Each creature of the dragon's choice
Skills Perception +10, Stealth +6 within 60 feet of the dragon and aware of it must
Damage Immunities fire succeed on a DC 16 Wisdom saving throw or become
Senses blindsight 60 ft., darkvision 120 ft., passive frightened for 1 minute. A creature can repeat the
Perception 20 saving throw at the end of each of its turns, ending the
Languages Draconic effect on itself on a success. If a creature's saving
Challenge 11 (7,200 XP) throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
Innate Spellcasting. The dragon's innate spellcasting for the next 24 hours.
ability is Intelligence (spell save DC 16). The dragon
can cast the following spells innately, requiring no Fire Breath (Recharge 5-6). The dragon exhales fire in a
material components: 30-foot cone. Each creature in that area must make a
DC 16 Dexterity saving throw, taking 66 (12d10) fire
At will: fire bolt damage on a failed save, or half as much damage on a
3/day each: burning hands, detect thoughts, fireball, successful one.
wall of fire

Adult Obsidian Dragon Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with its bite and two
Huge dragon, neutral evil
with its claws.
Armor Class 22 (natural armor)
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft.,
Hit Points 364 (24d12 + 168)
one target. Hit: 20 (2d10 + 9) piercing damage plus
Speed 40 ft., burrow 20 ft., fly 80 ft. 10 (3d6) fire damage.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 16 (2d6 + 9) slashing damage plus 10
(3d6) fire damage.
25 (+7) 14 (+2) 25 (+7) 20 (+5) 17 (+3) 16 (+3)
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage plus 10
Saving Throws Dex +8, Con +12, Wis +9, Cha +9 (3d6) fire damage.
Skills Perception +16, Stealth +8
Damage Immunities fire Frightful Presence. Each creature of the dragon's choice
Senses blindsight 60 ft., darkvision 120 ft., passive within 120 feet of the dragon and aware of it must
Perception 26 succeed on a DC 19 Wisdom saving throw or become
Languages Draconic frightened for 1 minute. A creature can repeat the
Challenge 17 (18,000 XP) saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving
Innate Spellcasting. The dragon's innate spellcasting throw is successful or the effect ends for it, the
ability is Intelligence (spell save DC 19). The dragon creature is immune to the dragon's Frightful Presence
can cast the following spells innately, requiring no for the next 24 hours.
material components:
Fire Breath (Recharge 5-6). The dragon exhales fire in a
At will: fire bolt, shield 60-foot cone. Each creature in that area must make a
3/day each: burning hands, detect thoughts, fireball, DC 19 Dexterity saving throw, taking 88 (16d10) fire
wall of fire damage on a failed save, or half as much damage on a
successful one.
Actions

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61
Ancient Obsidian Actions
Dragon Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with its bite, one with
Gargantuan dragon, neutral evil
its claws, and one with its tail.
Armor Class 26 (natural armor) Bite. Melee Weapon Attack: +18 to hit, reach 20 ft.,
Hit Points 793 (38d20 + 380) one target. Hit: 32 (4d10 + 10) piercing damage plus
Speed 50 ft., burrow 30 ft., fly 100 ft. 21 (6d6) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft.,
one target. Hit: 28 (4d6 + 10) slashing damage plus
STR DEX CON INT WIS CHA
21 (6d6) fire damage.
30 (+10) 14 (+2) 30 (+10) 22 (+6) 19 (+4) 18 (+4)
Tail. Melee Weapon Attack: +18 to hit, reach 30 ft., one
target. Hit: 30 (4d8 + 10) bludgeoning damage plus
Saving Throws Dex +10, Con +16, Wis +12, Cha +12 21 (6d6) fire damage.
Skills Perception +20, Stealth +10
Damage Immunities fire Frightful Presence. Each creature of the dragon's choice
Senses blindsight 120 ft., darkvision 240 ft., passive within 240 feet of the dragon and aware of it must
Perception 30 succeed on a DC 23 Wisdom saving throw or become
Languages Draconic frightened for 1 minute. A creature can repeat the
Challenge 24 (62,000 XP) saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving
Innate Spellcasting. The dragon's innate spellcasting throw is successful or the effect ends for it, the
ability is Intelligence (spell save DC 23). The dragon creature is immune to the dragon's Frightful Presence
can cast the following spells innately, requiring no for the next 24 hours.
material components: Fire Breath (Recharge 5-6). The dragon exhales fire in a
At will: fire bolt, shield 90-foot cone. Each creature in that area must make a
3/day each: burning hands, detect thoughts, fireball, DC 23 Dexterity saving throw, taking 110 (20d10) fire
wall of fire damage on a failed save, or half as much damage on a
1/day each: delayed blast fireball, flame strike, wall of successful one.
stone

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62
Gouger

G
ougers, beholderkin created by the phaerimm
to combat beholders, are spherical creatures
posessing ten eyestalks and four short legs. Gouger
Most notably, their bodies are adorned with Medium beast, neutral
long and disgusting spiked tongues that
constantly twitch and emit shrill shrieks. Armor Class 15 (natural armor)
Created as weapons, gougers exhibit Hit Points 38 (7d8)
madness, ruthlessness, and a lack of self-preservation Speed 20 ft., climb 30 ft.
instincts. While they harbor hatred and fear toward their
masters, they refuse to cooperate with anyone else. STR DEX CON INT WIS CHA
Gougers lack magical abilities in their eyestalks, but the
central eye retains the infamous antimagic cone power of 12 (+1) 15 (+2) 15 (+2) 2 (-4) 14 (+2) 6 (-2)
beholders. Though they can fly like beholders, their legs
allow them to walk, albeit slowly and clumsily. Skills Athletics +3, Perception +4, Stealth +4
In combat, gougers employ their tongues as weapons, Senses darkvision 60 ft., passive Perception 14
using their exceptional skill to target the eyes of other Languages --
beholders and beholderkin. Challenge 2 (450 XP)
These carnivorous creatures primarily dwell underground,
particularly in the Underdark. They are often found roaming Keen Smell. The Gouger has advantage on Wisdom
the tunnels surrounding the city of Ooltul. (Perception) checks that rely on smell.
Gougers were initially created as slaves by the phaerimm Blinding Rend. If the Gouger hits the same target
trapped beneath the Anauroch. They became valuable when with both of its claw attacks in a single turn, it deals
a trio of free phaerimm, known as the Triumvirate, conquered an extra 1d4+1 points of bleeding damage. The
Ooltul and used the gougers against the beholders. However, target must make a DC 12 Dexterity saving throw
the Triumvirate did not maintain strict control over their or be blinded for 1 round. The DC for the saving
slaves. throw is equal to 8 + the Gouger's Strength
modifier + the Gouger's proficiency bonus.

Actions
Multiattack. The Gouger makes two claw attacks and
one bite attack.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4+1) slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4+1) piercing damage.

MONSTERS | GOUGER
63
Halruaan Behir

T
he Halruaan behir is the smaller, more magical
cousin of the serpentine behir. It possesses the
appearance of an elongated crocodile, Halruaan Behir
complete with over a dozen legs and brilliantly- Large monstrosity, neutral
colored scales adorned with numerous horns.
These behirs are selectively bred as pets, with Armor Class 15 (natural armor)
breeders emphasizing unique coloration and Hit Points 136 (13d10 + 65)
the sheen of their scales. Speed 50 ft., climb 30 ft.
In terms of intelligence, the Halruaan behirs are noticeably
less intelligent than their larger counterparts. STR DEX CON INT WIS CHA
Hatchlings of this variety are trained not to bite or constrict
their handlers. Instead, they rely on their potent electric 18 (+4) 14 (+2) 20 (+5) 5 (-3) 10 (+0) 7 (-2)
breath weapon to defend themselves from predators.
Additionally, they can release static discharges from their Skills Perception +4
bodies when agitated. Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 14
Languages -
Challenge 8 (3,900 XP)

Lightning Breath (Recharge 5-6). The behir exhales


lightning in a 30-foot line that is 5 feet wide. Each
creature in that line must make a DC 15 Dexterity
saving throw, taking 45 (10d8) lightning damage
on a failed save, or half as much damage on a
successful one.
Static Discharge. When the behir takes damage, it
releases a static discharge. Each creature within 10
feet of the behir must make a DC 15 Dexterity
saving throw, taking 10 (3d6) lightning damage on
a failed save, or half as much damage on a
successful one.

Actions
Multiattack. The behir makes two attacks: one with
its bite and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 15 (2d8 + 6) bludgeoning damage.

MONSTERS | HALRUAAN BEHIR


64
Haraevor

H
araevors are dragonspawn capable of
traversing solid stone, native to Abeir. These
reptilian beasts resemble enormous
crocodiles with four heads.
They primarily travel underground,
effortlessly moving through stone and earth to
navigate their surroundings.
In combat, haraevors exploit their ability to travel through
stone to gain an advantage over their foes. They attack using
each of their four heads and exhibit enough self-preservation
to retreat underground when faced with grave danger.
It is believed that haraevors are the result of breeding
between earth titans and dragons, specifically gray dragons.

Haraevor
Large beast, unaligned

Armor Class 15 (natural armor)


Hit Points 136 (16d10 + 48)
Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

Senses tremorsense 60 ft., passive Perception 11


Languages --
Challenge 7 (2,900 XP)

Earth Glide. The haraevor can burrow through


nonmagical, unworked earth and stone. While
doing so, the haraevor doesn't disturb the material
it moves through.

Actions
Multiattack. The haraevor makes four bite attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage.
Underground Ambush (Recharge 5-6). The haraevor
burrows into the ground and remains hidden until
its next turn. It can then emerge from the ground in
an unoccupied space of its choice within 30 feet of
its original position and make a bite attack against a
creature within reach.

MONSTERS | HARAEVOR
65
Hatori

H
atori, also called sand crocodiles, are
terrifying, armored reptiles found in the
Calim Desert during the time of the Calim Hatori
Empire. With their camouflaged scales, they Large dragon, chaotic neutral
lie hidden beneath the sand, waiting to
violently erupt and seize their prey with their Armor Class 16 (natural armor)
sharp teeth. Afterward, they swiftly disappear Hit Points 152 (16d10 + 64)
back into the depths of the sand, dragging their catch with Speed 30 ft., swim 30 ft.
them.
These enormous creatures resemble lizards more than STR DEX CON INT WIS CHA
traditional crocodiles. Their legs are flipper-like, allowing
them to move effortlessly through the sands using swimming 21 (+5) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 8 (-1)
motions. On solid ground, their movement is rather clumsy as
they flop forward. Deep-set cavities in their skulls house their Damage Resistances bludgeoning, piercing, and
eyes. slashing from nonmagical attacks
Hatori typically establish their territories in desert regions Condition Immunities frightened
where they can find a steady supply of food, such as migrating Senses darkvision 60 ft., passive Perception 10
animals or caravans. These reptiles mate only once every ten Languages --
Challenge 8 (3,900 XP)
years, engaging in intense battles between males deep within
the desert. After mating, the parents separate, while the Ambusher. The hatori has advantage on attack rolls
females care for their offspring until they reach against any creature it has surprised.
approximately 50 years of age.
To hunt, hatori conceal themselves beneath the sand and Hold Breath. The hatori can hold its breath for up to
among the rocks of their habitat, employing their effective 30 minutes.
camouflage. They rely on their powerful tails and enormous Multiattack. The hatori makes two attacks: one with
jaws to attack, often swallowing their victims whole. Being at its bite and one with its tail.
the top of the food chain within their habitat, hatori
occasionally ingest indigestible valuables along with their Actions
prey.
Crocodiles of the sands can be further categorized as Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
lesser and greater hatori based on their size, with the one target. Hit: 14 (2d8 + 5) piercing damage.
dividing line usually falling between 50 and 60 feet in length. Tail. Melee Weapon Attack: +8 to hit, reach 15 ft.,
However, this distinction does not indicate separate races but one target. Hit: 12 (2d6 + 5) bludgeoning damage.
rather younger and older specimens.
Sand Burrow. The hatori moves up to its speed
through sand without triggering opportunity
attacks. While burrowing, it remains aware of its
surroundings and can make attacks with its bite and
tail.

MONSTERS | HATORI
66
Hellfire Wyrm

H
ellfire wyrms are planar dragons associated
with Baator, acting as draconic agents among
the mortal realms. Their form is draconic, Hellfire Wyrm
with bone spikes protruding from their heads Huge dragon, lawful evil
and intense yellow eyes. The ever-shifting
colors of their scales resemble flowing lava, Armor Class 20 (natural armor)
and smoke constantly rises from their scales, Hit Points 345 (30d12 + 150)
imparting a distinct brimstone scent. Speed 40 ft., burrow 30 ft., fly 80 ft.
These wyrms possess an evil and subtly manipulative
nature, excelling in the art of persuasion. While retaining STR DEX CON INT WIS CHA
their dragon traits, hellfire wyrms also exhibit diabolic
characteristics. They are immune to fire and magic that 26 (+8) 10 (+0) 20 (+5) 18 (+4) 16 (+3) 22 (+6)
induces sleep or paralysis. The intense heat radiating from
their bodies can burn those within close proximity. At will, Saving Throws Dex +5, Con +12, Wis +9, Cha +11
hellfire wyrms can assume the form of devils or tieflings, Skills Perception +9, Persuasion +11
showcasing their shapeshifting abilities. Furthermore, they Damage Immunities fire
possess the unique ability to summon a barbazu, cornugon, Condition Immunities sleep, paralysis
or gelugon once per day. Senses darkvision 120 ft., passive Perception 19
Languages Common, Draconic, Infernal
Like other dragons, hellfire wyrms evoke fear when they Challenge 26 (90,000 XP)
soar overhead, charge, or attack, affecting all creatures within
a considerable range. They possess an array of spell-like Infernal Aura. Any creature within 5 feet of the
abilities, such as blasphemy, charm person, demand, hellfire wyrm takes 21 (6d6) fire damage at the
desecrate, dictum, fire storm, greater dispelling, hold person, start of its turn.
improved invisibility, misdirection, pyrotechnics, sending,
suggestion, teleport without error, true seeing, unholy aura, Shapechanger. The hellfire wyrm can polymorph
unhallow, and wall of fire—all of which they can utilize at will. into a devil or tiefling form, or back into its true
In addition, hellfire wyrms boast a devastating breath weapon draconic form. Its statistics are the same in each
in the form of a 50-foot cone of infernal fire. form. Any equipment it is wearing or carrying is
Fearless by nature, hellfire wyrms prefer aerial assaults, transformed as well.
utilizing their breath weapon and spell-like abilities to subdue Summon Fiendish Ally (1/Day). The hellfire wyrm can
their enemies. summon one barbazu, cornugon, or gelugon. The
summoned fiend appears in an unoccupied space
within 60 feet of the wyrm, acts as an ally of the
wyrm, and remains until it drops to 0 hit points or
the wyrm dismisses it as a bonus action.

Actions
Multiattack. The hellfire wyrm makes three attacks:
one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one target. Hit: 19 (2d10 + 8) piercing damage
plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10
ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Infernal Breath (Recharge 5-6). The hellfire wyrm
exhales a 50-foot cone of infernal fire. Each
creature in that area must make a DC 20 Dexterity
saving throw, taking 91 (26d6) fire damage on a
failed save, or half as much damage on a successful
one.

MONSTERS | HELLFIRE WYRM


67
A hellfire wyrm.

MONSTERS | HELLFIRE WYRM


68
Hive Mother

H
ive mothers, also known as ultimate tyrants, These formidable creatures display fanaticism and exhibit
are rare beholders capable of dominating natural resistance to magic. Their enormous mouths allow
other beholders, including death tyrants and them to devour foes, and they possess their signature eye
gazers, through their powerful magical rays, each capable of unleashing devastating magical attacks.
influence. These beholders possess immense Some hive mothers have been observed without the typical
size and genius intelligence. Despite their eyestalks, instead embedding their eyes directly into their
name, hive mothers are asexual and upper bodies.
genderless, similar to other beholders. The central eye of a hive mother generates a powerful
antimagic cone, spanning a range of 240 feet, suppressing all
magical and supernatural effects within its reach.
Throughout history, there have been accounts of hive
mothers dwelling in the depths of places such as Watcher's
Keep, where they exert their dominance over other
beholders, perpetuating their influence and control.

Hive Mother Swallow. The hive mother makes one bite attack against
a Large or smaller target it is grappling. If the attack
Huge aberration, lawful evil
hits, the target is swallowed, and the grapple ends. The
AC: 24 (natural armor) Hit Points: 385 (22d12 + 198) swallowed target is blinded and restrained, has total
Speed: 5 ft., fly 20 ft. (hover) cover against attacks and other effects outside the hive
mother, and takes 21 (6d6) acid damage at the start of
each of the hive mother's turns. The hive mother can
have only one creature swallowed at a time. If the hive
STR DEX CON INT WIS CHA mother dies, a swallowed creature is no longer
27 (+8) 14 (+2) 28 (+9) 24 (+7) 17 (+3) 25 (+7) restrained by it and can escape from the corpse by
using 20 feet of movement, exiting prone.
Saving Throws: Con +16, Wis +10, Cha +14 Eye Rays. The hive mother can shoot ten magical rays,
Skills: Insight +10, Perception +20 one from each of its ten small eyes, choosing one or
Damage Immunities: Psychic more targets within 240 feet of it. Each ray's effect is
Condition Immunities: Charmed, Frightened similar to a spell of 9th level or lower, and the hive
Senses: Darkvision 60 ft., passive Perception 30 mother can use each ray once per round, with a save
Languages: Deep speech, Undercommon, Common DC of 27 for each effect. The hive mother can choose
Challenge: 20 (25,000 XP) which rays to fire and which targets to hit. The hive
mother can fire up to six rays at targets in any given
Antimagic Cone. The hive mother's central eye creates 90-degree arc.
an area of antimagic, that negates magic in a 150-foot Charm Monster: The target must succeed on a
cone. At the start of each of its turns, the hive mother
Wisdom saving throw or be charmed by the Hive
decides which way the cone faces and whether the Mother for 1 hour. While charmed in this way, the
cone is active.
creature regards the Hive Mother as a trusted friend
Improved Grab. To use this ability, the hive mother to be heeded and protected.
must hit a creature with its bite attack. The hive mother Charm Person: The target must succeed on a
can then attempt to start a grapple as a bonus action Wisdom saving throw or be charmed by the Hive
without provoking an opportunity attack. If it wins the Mother for 1 hour. While charmed in this way, the
grapple check, it establishes a hold. creature regards the Hive Mother as a trusted friend
to be heeded and protected.
Actions
Multiattack. The hive mother uses Eye Rays twice and Disintegrate: The target must succeed on a Dexterity
makes one bite attack. saving throw or take 45 (10d8) force damage. If this
damage reduces the target to 0 hit points, it is
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., disintegrated.
one target. Hit: 32 (4d10 + 8) piercing damage.
Fear: The target must succeed on a Wisdom saving
Command Beholder (1/day). The hive mother can cast throw or become frightened of the Hive Mother for
dominate monster at will, but only against beholders 1 minute. While frightened in this way, the creature's
and beholderkin. A beholder can resist this effect with speed is halved and it has disadvantage on ability
a successful DC 27 Wisdom saving throw. checks and attack rolls.

MONSTERS | HIVE MOTHER


69
Hive Mother
(Continued)
Actions (Continued)
Finger of Death: The target must succeed on a
Constitution saving throw or take 78 (18d8)
necrotic damage. If the damage reduces the
target to 0 hit points, it is killed instantly.
Flesh to Stone: The target must succeed on a
Constitution saving throw or be restrained as its
flesh begins to harden. On a failed save, the
target is petrified and is incapacitated for the
duration of the effect (1 minute).
Inflict Critical Wounds: The target takes 55
(10d8 + 10) necrotic damage. A successful
Constitution saving throw reduces the damage
by half.
Sleep: The target must succeed on a Wisdom
saving throw or fall asleep for 1 minute. The
creature wakes up if it takes damage or if
someone uses an action to wake it.
Slow: The target must succeed on a Wisdom
saving throw or have its speed halved, it takes a
-2 penalty to AC and Dexterity saving throws, and
it can't use reactions. On its turn, it can use
either an action or a bonus action, but not both.
It can also make a successful save ends the
effect.
Telekinesis: The hive mother can move objects
or creatures that weigh up to 375 pounds, as
though with a telekinesis spell. The creature or
object can resist the effect with a successful
Strength saving throw (DC 25). If the creature or
object fails the saving throw, it is moved up to
30 feet in any direction the hive mother chooses.

MONSTERS | HIVE MOTHER


70
Island Giant

I
sland giants are malevolent giants found in Zakhara,
the Land of Fate. They vary greatly in appearance,
each one horrific with humanoid shapes and bestial Island Giant
features such as tails, horns, monstrous appendages, Huge giant, chaotic evil
and a single cyclopian eye. SIsland giants often dress
in rags made from the sails of ships they have Armor Class 16 (natural armor)
wrecked. Hit Points 230 (20d12 + 100)
Female island giants possess an innate shapechanging Speed 40 ft., swim 40 ft.
ability, allowing them to assume any human or humanoid
form at will. They typically choose the guise of beautiful giant STR DEX CON INT WIS CHA
or human females to deceive and lure prey to their doom. In
their giant form, females exhibit equal skill to males in 24 (+7) 12 (+1) 20 (+5) 8 (-1) 10 (+0) 8 (-1)
throwing and catching boulders.
Island giants are proficient at tossing boulders, which they Skills Perception +6
use to deter pursuers and sink ships. They have a talent for Senses passive Perception 16
catching objects thrown in their direction. In close combat, Languages Giant
they rely on their powerful fists since they lack skill in Challenge 10 (5,900 XP)
craftsmanship.
These solitary giants harbor a deep-seated hatred for Amphibious. The island giant can breathe air and
others, including their own kind. Male island giants are water.
completely infertile, while females are highly fertile and Shapechanger (Female Only). The island giant can
capable of breeding with humans, demihumans, or humanoid use its action to polymorph into a Large or smaller
races, though they prefer true giant species. After mating, the humanoid, or back into its true giant form. Its
females attempt to kill and consume their mates. statistics, other than its size, are the same in each
Female island giants give birth to 3-12 young annually, form. Any equipment it is wearing or carrying isn't
most of whom flee to the sea as soon as they are able. transformed. It reverts to its true form if it dies.
Staying near their mother for too long poses a risk of
becoming her next meal. Due to the violent nature of their Actions
lives, only an estimated 1 out of 50 young island giants Multiattack. The island giant makes two attacks: one
survive to reach adulthood. with its Rock Throw and one with its Fist.
Fist. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 21 (3d8 + 7) bludgeoning damage.
Rock Throw. The island giant can make a ranged
weapon attack with a boulder. Hit: 26 (4d8 + 7)
bludgeoning damage.

MONSTERS | ISLAND GIANT


71
Jungle Giant

J
ungle giants are a race of large humanoids native
to the jungles of Zakhara. These lean and
powerful creatures blend seamlessly into their Jungle Giant
lush jungle environment with their light green Huge giant, neutral
hair and yellow skin.
Jungle giants carry all the necessities required Armor Class 14 (natural armor)
for jungle life and any valuable possessions. They Hit Points 175 (14d12 + 84)
communicate in their own language as well as the languages Speed 40 ft.
of nearby humanoids. Some jungle giants adorn themselves
with tattoos, filed teeth, and feathered headdresses to STR DEX CON INT WIS CHA
enhance their intimidating appearance.
Master archers, jungle giants craft fifteen-foot-long bows 21 (+5) 12 (+1) 22 (+6) 10 (+0) 12 (+1) 8 (-1)
and six-foot-long arrows, dipped in a paralyzing poison. They
excel at striking from hiding, camouflaging themselves in Skills Perception +4, Stealth +4
trees to unleash a barrage of arrows before descending to the Senses passive Perception 14
forest floor for close-quarters combat. In addition to their Languages Giant, Common, plus additional
bows, jungle giants are known to wield fallen tree trunks as languages of nearby humanoids
makeshift clubs. Challenge 9 (5,000 XP)
Unlike other giant races, jungle giants hurl large piles of
logs as projectiles and have even developed a giant equivalent Camouflage. The jungle giant has advantage on
Dexterity (Stealth) checks made to hide in jungle
of bolas to bring down formidable prey or groups of cavalry. terrain.
Jungle giants subsist on a diet composed entirely of meat,
swiftly hunting and consuming the prey in their vicinity Poisoned Arrows. The jungle giant's arrows are
before moving on. They show respect to fellow hunters coated with a paralyzing poison. When it hits with a
regardless of size or race and often cooperate with humans, ranged attack using its longbow, the target must
utilizing their greater numbers to drive prey into their make a DC 15 Constitution saving throw or be
perfectly laid ambushes. Jungle giant villages are marked by paralyzed for 1 minute. The target can repeat the
the presence of giant dragonflies attracted to the scent of saving throw at the end of each of its turns, ending
fresh meat and the hides of their prey, which cover their the effect on a success.
simple huts. Multiattack. The jungle giant makes two attacks: one
When their population grows too large for the jungle to with its longbow and one with its slam or log hurl.
support, jungle giants venture into surrounding grasslands in
search of new hunting grounds, although their height Longbow. Ranged Weapon Attack: +8 to hit, range
150/600 ft., one target. Hit: 20 (3d8 + 5) piercing
becomes a disadvantage in open areas, prompting their damage.
eventual return to the jungle. They can be seen in the
company of giant dragonflies, elephants, elder serpents, and Slam. Melee Weapon Attack: +8 to hit, reach 10 ft.,
human tribals. one target. Hit: 17 (2d10 + 6) bludgeoning
damage.
Log Hurl. Ranged Weapon Attack: +8 to hit, range
30/120 ft., one target. Hit: 21 (4d6 + 5)
bludgeoning damage.

MONSTERS | JUNGLE GIANT


72
Landwyrms

L
andwyrms are lesser, wingless dragons that The Desert Landwyrms are creatures of mystery and
have adapted perfectly to their respective wonder, embodying the raw power and resilience of the
environments. These large dragons vary in desert itself. Their presence is a reminder of the unforgiving
appearance based on their species. They nature of the arid lands, and those who cross their path must
possess independent and strong-willed possess great skill, strength, and perhaps a touch of luck to
personalities. survive their wrath.
Similar to other dragons, landwyrms
emanate an aura of fear, instilling terror in those who
encounter them. Each species of landwyrms has its own Desert Landwyrm
unique combat style, but they all share a preference for
stealth and surprise attacks. They are skilled trackers and Gargantuan dragon, lawful good
have no qualms about retreating from a battle only to return Armor Class 19 (natural armor)
later. Hit Points 350 (20d20 + 140)
Landwyrms are highly adapted to their specific Speed 50 ft., burrow 40 ft.
environments, possessing extensive knowledge of their
surroundings. They are known to share this knowledge with
peaceful individuals who approach them. STR DEX CON INT WIS CHA
There are several species of landwyrms, each named after 26 (+8) 10 (+0) 24 (+7) 16 (+3) 14 (+2) 20 (+5)
the environment they inhabit. The desert, forest, hill, jungle,
mountain, plains, swamp, tundra, and Underdark landwyrms Saving Throws Dex +6, Con +13, Wis +8, Cha +11
are among the known variations. These landwyrms are Skills Perception +15, Stealth +6, Survival +15
influenced by the Dracorage, forming flights alongside Damage Resistances fire
wyverns, chromatic dragons, and elemental drakes, wreaking Senses darkvision 120 ft., tremorsense 60 ft.,
havoc on everything in their path. passive Perception 25
Languages Draconic
Desert Landwyrm Challenge 17 (18,000 XP)
Massive serpentine creatures, the Desert Landwyrms are
formidable beings that dominate the arid expanses of the Fear Aura. Any creature that starts its turn within 30
desert. These creatures are legends in their own right, feet of the Desert Landwyrm must succeed on a DC
18 Wisdom saving throw or become frightened for
instilling fear and awe in those who dare to venture into their 1 minute. The frightened creature can repeat the
domain. saving throw at the end of each of its turns, ending
The Desert Landwyrms possess sinewy bodies covered in the effect on itself on a success.
scales of sandy hues, blending seamlessly with the desert
landscape. Their elongated forms can stretch to incredible Burrow. The Desert Landwyrm can burrow through
lengths, enabling them to traverse vast distances beneath the sand and loose earth at a speed of 40 feet.
scorching sun.
These ancient reptilian creatures are highly adapted to the Actions
harsh desert environment. With their keen senses and ability Multiattack. The Desert Landwyrm makes three
to detect vibrations in the sand, they can sense the subtlest attacks: one with its bite and two with its claws.
disturbances, making them formidable hunters. They lie in
wait beneath the dunes, striking with lightning speed, Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,
ensnaring their prey with their powerful jaws and one target. Hit 29 (4d8 + 10) piercing damage plus
constricting coils. 7 (2d6) fire damage.
Legends speak of the Desert Landwyrms as guardians of Claw. Melee Weapon Attack: +14 to hit, reach 10
hidden treasures buried beneath the shifting sands. Their ft., one target. Hit 23 (4d6 + 10) slashing damage.
immense size and strength make them capable of creating Tail Slap. Melee Weapon Attack: +14 to hit, reach
vast underground caverns where they hoard precious gems
and artifacts, protected by their lethal coils and razor-sharp
teeth.
Encountering a Desert Landwyrm is a rare and perilous
event. They are territorial creatures, fiercely defending their
domain from any intruders. The mere tremor of their
approach sends smaller creatures scattering in fear, and their
deafening roars can be heard echoing across the desert,
striking terror into the hearts of those who dare to oppose
them.

MONSTERS | LANDWYRMS
73
Forest Landwyrm Forest Landwyrm
Forest Landwyrms are noble creatures that make their Large dragon, unaligned
homes within the depths of lush forests. These majestic
dragons, lacking wings but possessing formidable jaws and Armor Class 18 (natural armor)
clawed limbs, roam the wooded realms with a sense of Hit Points 207 (18d10 + 108)
guardianship. With mottled brown and green skin, blending Speed 40 ft., burrow 30 ft.
seamlessly with the forest's hues, they take on a touch of
yellow or red during autumn and winter. When threatened, a
Forest Landwyrm can unfurl a leafy frill from its neck, STR DEX CON INT WIS CHA
creating an illusion of greater size. 23 (+6) 12 (+1) 22 (+6) 10 (+0) 14 (+2) 10 (+0)
Gifted with a strong connection to nature, Forest
Landwyrms possess the ability to commune with the natural Saving Throws Dex +5, Con +11, Wis +7
world on a daily basis. This profound bond enables them to Skills Perception +7, Stealth +5, Survival +7
navigate the forest with ease, for they are exceptional Damage Resistances bludgeoning, piercing, and
trackers. As protectors of their woodland domains, they slashing from nonmagical attacks
uphold a strict code, taking only what is necessary for their Condition Immunities frightened
survival. They ruthlessly hunt down predators that encroach Senses blindsight 60 ft., darkvision 120 ft., passive
upon their territory and swiftly drive out any beings, be they Perception 17
animals, vermin, or humanoids, who threaten the delicate Languages Draconic
balance of their realm. Challenge 10 (5,900 XP)
Despite their fierce nature, Forest Landwyrms are not
entirely devoid of diplomacy. They can engage in parley with Fear Aura. Any creature that starts its turn within 30
those who prove themselves to be non-threatening, offering feet of the forest landwyrm must succeed on a DC
invaluable wisdom about the intricacies of their environment. 15 Wisdom saving throw or become frightened for
In rare instances, these dragons become unofficial guardians 1 minute. The creature can repeat the saving throw
of gnome villages, extending their protective reach to the at the end of each of its turns, ending the effect on
diminutive folk. itself on a success.
In combat, the Forest Landwyrms' physical prowess shines Burrow. The forest landwyrm can burrow through
through. They effortlessly burrow through the ground or nonmagical, unworked earth and stone. While
climb trees, employing these skills to ambush their doing so, it doesn't disturb the material it moves
adversaries. Their natural camouflage makes them nearly through.
invisible amidst the foliage, rendering forest cover useless Camouflage. The forest landwyrm has advantage on
against their keen senses. With an imposing presence Dexterity (Stealth) checks made to hide in forested
reminiscent of true dragons, their mere presence can inspire terrain.
fear in their foes. When faced with a disadvantageous
situation, these intelligent beings are not afraid to retreat Multiattack. The forest landwyrm makes two
temporarily, only to strike back with renewed vigor at a later attacks: one with its bite and one with its tail.
time. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
The Forest Landwyrms, with their noble demeanor and one target. Hit: 17 (2d10 + 6) piercing damage.
deep ties to the natural world, have long been regarded as the Tail. Melee Weapon Attack: +10 to hit, reach 15 ft.,
noblest among the landwyrms, holding a special place in the one target. Hit: 15 (2d8 + 6) bludgeoning damage.
hearts and legends of those who dwell in forested realms.
Actions
Hill Landwyrm Terrifying Roar (Recharge 5-6). The forest landwyrm
Majestic and powerful, the Hill Landwyrms are ancient emits a terrifying roar. Each creature of the
creatures that dwell within the rolling hills and verdant landwyrm's choice within 60 feet of it that can hear
valleys of the land. These massive serpents navigate the it must succeed on a DC 15 Wisdom saving throw
rugged terrain with grace, their presence leaving an indelible or become frightened for 1 minute. A creature can
mark on the landscape. repeat the saving throw at the end of each of its
Hill Landwyrms possess muscular bodies covered in earth- turns, ending the effect on itself on a success.
toned scales, blending seamlessly with the hills and slopes Burst from Below. The forest landwyrm targets a
they call home. Their sinewy forms undulate as they move, point on the ground within 30 feet of it. Each
their immense weight supported by powerful limbs that allow creature in a 20-foot radius centered on that point
them to traverse steep inclines with ease. must make a DC 16 Dexterity saving throw, taking
These legendary creatures are attuned to the very 21 (6d6) bludgeoning damage on a failed save, or
heartbeat of the land. Their deep connection with the earth half as much damage on a successful one.
grants them an uncanny ability to sense seismic activity,
predicting tremors and quakes long before they occur. They
are protectors of the hills, ensuring the balance of the land
remains undisturbed.
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74
Hill Landwyrm Keen Senses. The Hill Landwyrm has advantage on
Wisdom (Perception) checks that rely on hearing or
Huge dragon, neutral
smell.
Armor Class 17 (natural armor)
Hit Points 210 (20d12 + 80) Actions
Speed 40 ft., burrow 30 ft. Multiattack. The Hill Landwyrm makes three attacks:
one with its bite and two with its claws.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
22 (+6) 12 (+1) 18 (+4) 16 (+3) 14 (+2) 16 (+3) one target. Hit 24 (4d8 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft.,
Saving Throws Dex +6, Con +9, Wis +7 one target. Hit 20 (4d6 + 6) slashing damage.
Skills Perception +12, Stealth +6, Survival +12 Tail Slam. Melee Weapon Attack: +11 to hit, reach 15
Damage Resistances acid ft., one target. Hit 22 (3d10 + 6) bludgeoning damage.
Senses darkvision 120 ft., tremorsense 60 ft., passive
Perception 22 Fling Boulders (Recharge 5-6). The Hill Landwyrm hurls a
Languages Draconic large boulder at a target it can see within 120 feet. The
Challenge 14 (11,500 XP) target must make a DC 17 Dexterity saving throw,
taking 33 (6d10) bludgeoning damage on a failed save,
Burrow. The Hill Landwyrm can burrow through soil and or half as much damage on a successful one.
earth at a speed of 30 feet.

Jungle Landwyrm Camouflage. The Jungle Landwyrm has advantage on


Huge dragon, chaotic neutral Dexterity (Stealth) checks made to hide in forested
areas.
Armor Class 18 (natural armor)
Hit Points 300 (20d12 + 140) Spider Climb. The Jungle Landwyrm can climb difficult
Speed 40 ft., climb 40 ft. surfaces, including upside down on ceilings, without
needing to make an ability check.
STR DEX CON INT WIS CHA Multiattack. The Jungle Landwyrm makes three attacks:
one with its bite and two with its claws.
22 (+6) 14 (+2) 24 (+7) 16 (+3) 14 (+2) 18 (+4)
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
Saving Throws Dex +8, Con +13, Wis +8, Cha +9 one target. Hit 25 (4d8 + 6) piercing damage plus 7
Skills Perception +15, Stealth +8, Survival +12 (2d6) poison damage.
Damage Resistances poison Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Senses blindsight 60 ft., darkvision 120 ft., passive target. Hit 21 (4d6 + 6) slashing damage.
Perception 25
Tail Slap. Melee Weapon Attack: +12 to hit, reach 15 ft.,
Languages Draconic
one target. Hit 23 (4d6 + 6) bludgeoning damage.
Challenge 15 (13,000 XP)

Jungle Landwyrm These ancient creatures possess an intimate


understanding of the jungle's intricate ecosystem. They
Within the dense canopies of the vibrant jungle, the Jungle possess an innate ability to communicate with the flora and
Landwyrms roam as elusive and formidable predators. These fauna, perceiving the delicate balance of life that thrives
massive serpents navigate the tangled foliage with within the dense foliage. They act as guardians, ensuring
remarkable agility, their emerald scales shimmering in the harmony and protecting the jungle from those who seek to
dappled sunlight that filters through the canopy above. exploit its resources.
Jungle Landwyrms possess sleek and streamlined bodies,
their scales bearing hues of green and gold that mimic the
lush vegetation surrounding them. Their supple movements
allow them to silently glide through the undergrowth, making
them formidable hunters and elusive guardians of the jungle's
secrets.

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75
Mountain Landwyrm Legendary Resistance (3/Day). If the Mountain
Landwyrm fails a saving throw, it can choose to
Colossal dragon, chaotic neutral
succeed instead.
Armor Class 20 (natural armor) Climb. The Mountain Landwyrm can climb difficult
Hit Points 500 (25d20 + 225) surfaces, including upside down on ceilings, without
Speed 40 ft., climb 40 ft. needing to make an ability check.

STR DEX CON INT WIS CHA


Actions
Multiattack. The Mountain Landwyrm makes three
28 (+9) 14 (+2) 26 (+8) 16 (+3) 14 (+2) 20 (+5) attacks: one with its bite and two with its claws.

Saving Throws Dex +7, Con +14, Wis +8, Cha +11 Bite. Melee Weapon Attack: +15 to hit, reach 20 ft.,
Skills Perception +15, Stealth +7, Survival +15 one target. Hit 35 (4d10 + 9) piercing damage plus 7
Damage Immunities lightning (2d6) lightning damage.
Senses darkvision 120 ft., tremorsense 60 ft., passive Claw. Melee Weapon Attack: +15 to hit, reach 15 ft.,
Perception 25 one target. Hit 30 (4d8 + 9) slashing damage.
Languages Draconic
Challenge 22 (41,000 XP) Tail Slap. Melee Weapon Attack: +15 to hit, reach 25 ft.,
one target. Hit 32 (4d10 + 9) bludgeoning damage.
Fear Aura. Any creature that starts its turn within 30 Fling Boulder (Recharge 5-6). The Mountain Landwyrm
feet of the Mountain Landwyrm must succeed on a DC hurls a large boulder in a 60-foot cone. Each creature in
20 Wisdom saving throw or become frightened for 1 that area must make a DC 20 Dexterity saving throw,
minute. The frightened creature can repeat the saving taking 45 (10d8) bludgeoning damage on a failed save,
throw at the end of each of its turns, ending the effect or half as much damage on a successful one.
on itself on a success.

Plains Landwyrm Burrow. The Plains Landwyrm can burrow through soil
and loose earth at a speed of 30 feet.
Medium dragon, neutral
Flyby. The Plains Landwyrm doesn't provoke an
Armor Class 17 (natural armor) opportunity attack when it flies out of an enemy's
Hit Points 161 (18d8 + 72) reach.
Speed 40 ft., burrow 30 ft., fly 80 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The Plains Landwyrm makes two attacks:
one with its bite and one with its claws.
20 (+5) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 14 (+2)
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Saving Throws Dex +8, Con +9, Wis +7 one target. Hit 17 (2d10 + 6) piercing damage.
Skills Perception +7, Stealth +8, Survival +7 Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Damage Resistances none one target. Hit 13 (2d6 + 6) slashing damage.
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 17 Tail Swipe. Melee Weapon Attack: +10 to hit, reach 10
Languages Draconic ft., one target. Hit 15 (2d8 + 6) bludgeoning damage.
Challenge 9 (5,000 XP) The target must succeed on a DC 15 Strength saving
throw or be knocked prone.
Keen Senses. The Plains Landwyrm has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.

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76
Despite their fearsome reputation, some legends suggest
Mountains Landwyrm that those who approach a plains landwyrm with respect and
The Mountain Landwyrm is a formidable creature, a type of peaceful intentions may receive their guidance and wisdom
about the vast plains they call home.
lesser, wingless dragon uniquely adapted to the rugged and
treacherous terrain of mountains. Towering over the Swamp Landwyrm
landscape, the Mountain Landwyrm commands an imposing
presence, its size reaching colossal proportions. Swamp landwyrms are a unique species of landwyrms
This landwyrm boasts a sleek and sinewy body, adorned adapted to the murky and treacherous swamplands. These
with rugged scales that blend harmoniously with the craggy gargantuan creatures navigate the dense, marshy terrain with
peaks. Its coloration mirrors the stone and earth of its surprising agility. Their scales possess a mottled pattern,
mountainous habitat, ranging from shades of granite gray to enabling them to blend effortlessly with the surrounding
deep, earthy browns. The Mountain Landwyrm's serpentine vegetation.
form allows it to navigate effortlessly through narrow Solitary by nature, swamp landwyrms display a cunning
crevices and traverse steep slopes with unmatched agility. and patient demeanor. Masters of stealth, they lie in wait
Possessing exceptional strength, the Mountain Landwyrm beneath the murky waters, their keen senses attuned to the
is a master of ambush and surprise. It relies on its natural slightest disturbance. When prey ventures too close, the
camouflage and patient stalking to strike fear into the hearts swamp landwyrms strike with lightning speed, utilizing their
of unsuspecting prey. Its sharp claws and powerful jaws can powerful jaws and constricting coils to overpower their
rend even the sturdiest of foes, while its spiked tail serves as victims.
a deadly weapon, capable of smashing boulders and The swamp landwyrm's environment offers an abundance
incapacitating adversaries. of sustenance, as they feast on a diverse array of creatures
The Mountain Landwyrm's lair is often nestled deep within dwelling within the swamps. Their deep understanding of the
the heart of the mountains, hidden amidst vast networks of treacherous terrain allows them to navigate with ease,
caverns and tunnels. These complex lairs provide the making them formidable hunters and defenders of their
creature with ample protection, allowing it to retreat and watery domain.
recover between bouts of hunting and territorial disputes. Legends speak of ancient rituals that could grant
Legends abound about the Mountain Landwyrm's elusive individuals safe passage through the treacherous swamps,
nature and its affinity for precious gemstones. It is said that under the guidance of a benevolent swamp landwyrm.
within the recesses of its lair, one can find hoards of glittering However, provoking or encroaching upon their territory is
jewels and priceless minerals, plundered from deep within met with swift and devastating retribution.
the earth. Adventurers and treasure seekers are lured by the
allure of these treasures, but they often underestimate the Tundra Landwyrm
cunning and ferocity of this mountain-dwelling beast.
Encounter with a Mountain Landwyrm is a harrowing and Tundra landwyrms are colossal land-dwelling dragons
treacherous endeavor. Those who dare to challenge this adapted to the harsh and unforgiving landscapes of the icy
formidable predator must possess unwavering courage and tundras. Towering over their surroundings, these majestic
unmatched skill, for the Mountain Landwyrm guards its creatures possess immense physical power and endurance.
territory fiercely and will stop at nothing to defend its Their scales are thick and insulating, protecting them against
dominion. the biting cold.
Living solitary lives, tundra landwyrms exhibit a resilient
Plains Landwyrm and stoic nature. They are perfectly adapted to the frigid
tundra, capable of traversing the icy terrain with ease. Their
Plains landwyrms are a species of lesser, wingless dragons size alone is often enough to deter potential threats, as few
perfectly adapted to the expansive plains. These landwyrms, creatures dare to challenge these behemoths in their domain.
varying in size from medium to large, possess formidable Tundra landwyrms are carnivorous, preying upon the hardy
physical strength and agility. Their scales are camouflaged to creatures that brave the icy wasteland. They employ their
blend seamlessly with the grassy terrain. colossal strength and razor-sharp teeth to bring down their
These solitary creatures are known for their independent quarry. When confronted, they unleash bone-chilling roars
nature and strong will. Plains landwyrms have a knack for that echo across the frozen tundra, warning trespassers to
stealth and surprise attacks, often utilizing the tall grass as stay clear.
cover to stalk their prey. They are highly skilled trackers, and According to legends, those who manage to earn the
their knowledge of the plains allows them to outmaneuver respect and trust of a tundra landwyrm may gain valuable
their adversaries. insights into surviving the harsh tundra conditions. However,
Carnivorous in nature, they roam the plains in search of approaching these creatures requires caution and a deep
prey, utilizing their fearsome jaws and powerful claws to understanding of their formidable nature.
bring down their victims. Their territorial instincts make
them fiercely protective of their hunting grounds, driving
away any intruders with their intimidating presence and
thunderous roars.

MONSTERS | LANDWYRMS
77
Swamp Landwyrm Multiattack. The Swamp Landwyrm makes three attacks:
one with its bite and two with its claws.
Gargantuan dragon, neutral evil
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft.,
Armor Class 18 (natural armor)
one target. Hit 28 (4d8 + 9) piercing damage plus 7
Hit Points 300 (16d20 + 128)
(2d6) acid damage.
Speed 40 ft., swim 40 ft.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit 22 (4d6 + 9) slashing damage.
STR DEX CON INT WIS CHA
Tail Slap. Melee Weapon Attack: +13 to hit, reach 20 ft.,
25 (+7) 10 (+0) 23 (+6) 16 (+3) 14 (+2) 20 (+5) one target. Hit 25 (4d8 + 7) bludgeoning damage.

Saving Throws Dex +6, Con +12, Wis +8, Cha +11 Legendary Actions
Skills Perception +15, Stealth +6, Survival +15 The Swamp Landwyrm can take 3 legendary actions,
Damage Resistances acid choosing from the options below. Only one legendary
Senses darkvision 120 ft., passive Perception 25 action option can be used at a time and only at the end
Languages Draconic of another creature's turn. The Swamp Landwyrm
Challenge 16 (15,000 XP) regains spent legendary actions at the start of its turn.
Amphibious. The Swamp Landwyrm can breathe air and Detect. The Swamp Landwyrm makes a Wisdom
water. (Perception) check.
Misty Form. As a bonus action, the Swamp Landwyrm Tail Attack. The Swamp Landwyrm makes a tail slap
can magically turn invisible until the start of its next attack.
turn or until it attacks or uses Misty Form again. Chilling Breath (Costs 2 Actions). The Swamp
Landwyrm exhales a blast of frigid air in a 60-foot
Swamp Camouflage. The Swamp Landwyrm has cone. Each creature in that area must make a DC 18
advantage on Dexterity (Stealth) checks made to hide Constitution saving throw, taking 45 (10d8) cold
in swampy terrain. damage on a failed save, or half as much damage on
a successful one.
Actions

Tundra Landwyrm Freezing Aura. Any creature that starts its turn within 20
feet of the Tundra Landwyrm takes 14 (4d6) cold
Huge dragon, neutral
damage. A creature that touches the Tundra Landwyrm
Armor Class 18 (natural armor) or hits it with a melee attack while within 5 feet of it
Hit Points 260 (20d12 + 140) takes 7 (2d6) cold damage.
Speed 40 ft., burrow 30 ft., swim 40 ft.
Actions
Multiattack. The Tundra Landwyrm makes three attacks:
STR DEX CON INT WIS CHA one with its bite and two with its claws.
24 (+7) 12 (+1) 24 (+7) 16 (+3) 14 (+2) 18 (+4)
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit 25 (4d8 + 7) piercing damage plus 7
Saving Throws Dex +6, Con +13, Wis +8
(2d6) cold damage.
Skills Perception +15, Stealth +6, Survival +15
Damage Resistances cold Claw. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Senses darkvision 120 ft., passive Perception 25 one target. Hit 20 (3d8 + 7) slashing damage.
Languages Draconic Frost Breath (Recharge 5-6). The Tundra Landwyrm
Challenge 16 (15,000 XP) exhales a blast of icy breath in a 60-foot cone. Each
creature in that area must make a DC 18 Dexterity
Burrow. The Tundra Landwyrm can burrow through ice saving throw, taking 55 (10d10) cold damage on a
and snow at a speed of 30 feet. failed save, or half as much damage on a successful
one.

MONSTERS | LANDWYRMS
78
Underdark Landwyrm Underdark Landwyrm
Underdark Landwyrms, also known as cave dragons, are a Large dragon, neutral
species of landwyrm native to the depths of the Underdark.
These formidable creatures, although smaller in size Armor Class 17 (natural armor)
compared to other landwyrms, still possess an imposing Hit Points 210 (20d10 + 100)
presence. Their scales are dark grey, blending seamlessly Speed 40 ft., burrow 30 ft.
with the shadows that surround them.
Considered to be creatures of evil, Underdark Landwyrms
inspire fear in the hearts of those who dare to cross their STR DEX CON INT WIS CHA
path. They embody the treacherous nature of the Underdark, 22 (+6) 14 (+2) 20 (+5) 16 (+3) 14 (+2) 16 (+3)
lurking in its depths and striking out against any intruders
who dare encroach upon their territory. Saving Throws Dex +6, Con +10, Wis +7, Cha +7
Despite their imposing nature, Underdark Landwyrms Skills Perception +12, Stealth +6, Survival +12
possess unique adaptations to their environment. Their Damage Resistances acid
vision and hearing are poor, forcing them to rely on a keen Senses darkvision 120 ft., tremorsense 60 ft.,
sense of smell and echolocation to detect creatures within a passive Perception 22
radius of 60 feet (18 meters). This ability allows them to Languages Draconic
pinpoint their prey even in the pitch-black darkness. Challenge 10 (5,900 XP)
In addition to their sensory abilities, Underdark
Landwyrms possess a potent fear-inducing aura. Within a Fear Aura. Any creature that starts its turn within 30
radius of 60 feet (18 meters), their mere presence instills a feet of the Underdark Landwyrm must succeed on a
sense of dread in those unfortunate enough to be nearby. DC 15 Wisdom saving throw or become frightened
This, coupled with their proficiency in swimming and the for 1 minute. The frightened creature can repeat
ability to exhale a cloud of obscuring mist three times a day, the saving throw at the end of each of its turns,
makes them formidable predators. ending the effect on itself on a success.
Underdark Landwyrms employ cunning hunting tactics, Burrow. The Underdark Landwyrm can burrow
often cloaking their approach with the obscuring mist they through earth and stone at a speed of 30 feet.
exhale. Suddenly ambushing their prey, they inflict nasty
bleeding wounds with their razor-sharp claws. Once they Actions
have injured their foes, the landwyrms typically retreat, Multiattack. The Underdark Landwyrm makes three
relying on the lingering effects of their claws' wounds to attacks: one with its bite and two with its claws.
eventually bring down their weakened adversaries.
These subterranean creatures make their homes deep Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
within the darkness, constructing elaborate lairs that take one target. Hit 20 (3d8 + 6) piercing damage plus
advantage of natural features such as chasms and lakes. They 7 (2d6) acid damage.
have a fondness for magical gifts, as they are drawn to the Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
mystical energy that resonates within the Underdark. one target. Hit 16 (2d8 + 6) slashing damage.
Tail Slap. Melee Weapon Attack: +11 to hit, reach
15 ft., one target. Hit 18 (2d10 + 6) bludgeoning
damage.

MONSTERS | LANDWYRMS
79
A tundra, swamp, and underdark landwyrm.

MONSTERS | LANDWYRMS
80
Metallic Dragons

M
etallic dragons are a majestic and
noble type of dragon, known for their
scales that gleam with the colors and Mercury Dragon
properties of various metals, hence Wyrmling
their name. These remarkable
creatures are generally considered to Medium dragon, unaligned
be good, altruistic, and righteous in Armor Class 16
nature. Hit Points 52 (8d8 + 16)
Each metallic dragon possesses unique traits and abilities Speed 30 ft., fly 60 ft.
associated with its specific color and composition. Silver
dragons, with their shimmering silver scales, are often wise
and knowledgeable, seeking to share their wisdom and aid STR DEX CON INT WIS CHA
those in need. Golden-scaled brass dragons are known for 15 (+2) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 14 (+2)
their playful and jovial nature, enjoying riddles and puzzles
while being guardians of ancient knowledge. Skills Perception +4, Stealth +6
While inherently good, metallic dragons are not to be Damage Immunities poison
underestimated when provoked or threatened. Their Senses darkvision 60 ft., passive Perception 14
aggression swiftly emerges, as they fiercely defend Languages Draconic, Common
themselves, their territories, and those they hold dear. In such Challenge 2 (450 XP)
circumstances, their righteous wrath can be devastating to
foes who dare to challenge them. Shapechanger. The mercury dragon can use its
Metallic dragons hold a deep reverence for the platinum- action to polymorph into a Small or Medium
scaled Bahamut, whom they consider their revered king and humanoid, or back into its true form. Its statistics
patron deity. It is within Bahamut's teachings that they find are the same in each form, except for the size. Any
purpose, guidance, and a moral compass. Through their equipment it is wearing or carrying isn't
worship and devotion, metallic dragons seek to uphold transformed. It reverts to its true form if it dies.
Bahamut's principles of justice, protection, and the
preservation of harmony. Poisonous Breath (Recharge 5-6). The mercury
Scholars of Candlekeep have long theorized that all dragon exhales a line of intense light in a 30-foot
species of metallic dragons evolved from the ancient proto- line that is 5 feet wide. Each creature in that line
dragon species of the ferrodraco genus. This evolutionary must make a DC 12 Dexterity saving throw, taking
14 (4d6) radiant damage on a failed save, or half as
process has imbued them with their unique characteristics much damage on a successful one. Additionally, a
and the power to shape and safeguard the world around creature that fails the saving throw is poisoned
them. until the start of its next turn.
Encounter with a metallic dragon is a rare and awe-
inspiring event, often regarded as a sign of great fortune or Actions
divine intervention. Their presence alone can command
respect and inspire both fear and admiration, as they embody Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
the epitome of strength, wisdom, and righteousness. one target. Hit: 7 (1d10 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) slashing damage.

MONSTERS | METALLIC DRAGONS


81
Mercury Dragons
Young Mercury Dragon Mercury dragons are whimsical and impulsive metallic
dragons. They delight in unpredictability and are reputed to
Large dragon, unaligned be mentally unstable. These serpentine creatures possess
Armor Class 18
sleek bodies with whip-like tails, lacking the muscular bulk of
Hit Points 152 (16d10 + 64)
other dragon races. Their heads are sleek, featuring a long,
Speed 40 ft., fly 80 ft. pointed snout with curved horns that extend backward from
behind their jaws and eyes.
Agile flyers, mercury dragons have smooth, barely
STR DEX CON INT WIS CHA discernible silver-white scales that seem to flow together as
19 (+4) 20 (+5) 18 (+4) 14 (+2) 12 (+1) 16 (+3)
one. As they age, their scales become brighter, eventually
attaining a brilliance comparable to a mirror. Their eyes, deep
blue or violet in their youth, transform into silver orbs as they
Saving Throws Dexterity +8, Constitution +8,
Wisdom +4, Charisma +6
grow older.
Skills Perception +8, Stealth +8
Despite lacking venomous attacks, mercury dragons
Damage Immunities poison possess highly poisonous breath weapons and flesh. They
Senses darkvision 120 ft., passive Perception 18 embody mercurial personalities, their moods shifting from
Languages Draconic, Common moment to moment. They rarely finish a thought before
Challenge 7 (2,900 XP) moving on to the next, acting on recent experiences.
Boredom or puzzlement can lead to sudden attacks, while
Shapechanger. The young mercury dragon can use seasoned dragons may opt for conversation over combat.
its action to polymorph into a Medium or Small While shapechanged into humanoid form, they display
humanoid, or back into its true form. Its statistics eccentric personalities, with older dragons adopting a more
are the same in each form, except for the size. Any circumspect demeanor.
equipment it is wearing or carrying isn't Craving new experiences, mercury dragons seek out
transformed. It reverts to its true form if it dies. diverse diets. Eating the same food repetitively renders them
listless and difficult to rouse from slumber. Their hoards
Poisonous Breath (Recharge 5-6). The young consist of an eclectic mix of coins, jewelry, and items from
mercury dragon exhales a line of intense light in a various lands and eras, lacking matched sets or cohesive
40-foot line that is 10 feet wide. Each creature in
that line must make a DC 15 Dexterity saving
collections. They are often open to trading items from their
throw, taking 35 (10d6) radiant damage on a failed
hoard for rare and intriguing objects they have yet to
save, or half as much damage on a successful one.
encounter.
Additionally, a creature that fails the saving throw is In combat, mercury dragons are as unpredictable as in any
poisoned until the start of its next turn. other situation. They employ unconventional strategies such
as fleeing battles they initiate, engaging in conversation while
Actions fighting, or playing cat-and-mouse games with their pursuers.
Using their superior maneuverability and speed, they launch
Multiattack. The young mercury dragon can use its hit-and-run attacks from the direction of the sun. Their breath
Frightful Presence. It then makes three attacks: one
with its bite and two with its claws.
weapon consists of an intense line of light that burns upon
contact, rendering them invisible to their victims.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., With the ability to transform into a liquid quicksilver form,
one target. Hit: 16 (2d10 + 5) piercing damage. mercury dragons effortlessly traverse any terrain. They are
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
immune to visual impairments and possess the power to cast
one target. Hit: 12 (2d6 + 5) slashing damage.
both arcane and divine spells. Mercury dragons often enter
into working arrangements with creatures stronger or
Frightful Presence. Each creature of the young smarter than themselves, typically engaging in feudal
mercury dragon's choice that is within 120 feet of relationships. Lairing in warm volcanic ranges, tropical
the dragon and aware of it must succeed on a DC regions, or near portals to the Elemental Chaos, these
14 Wisdom saving throw or become frightened for dragons seek ever-changing experiences. However, few
1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on
maintain a single lair for an extended period.
itself on a success.

MONSTERS | METALLIC DRAGONS


82
Adult Mercury Dragon Actions
Huge dragon, unaligned Multiattack. The adult mercury dragon can use its
Frightful Presence. It then makes three attacks: one
Armor Class 20
with its bite and two with its claws.
Hit Points 248 (16d12 + 160)
Speed 50 ft., fly 100 ft. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft.,
one target. Hit: 22 (2d10 + 6) piercing damage.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 18 (2d6 + 6) slashing damage.
23 (+6) 22 (+6) 20 (+5) 16 (+3) 14 (+2) 18 (+4)
Frightful Presence. Each creature of the adult mercury
Saving Throws Dexterity +11, Constitution +10, dragon's choice that is within 120 feet of the dragon
Wisdom +7, Charisma +9 and aware of it must succeed on a DC 17 Wisdom
Skills Perception +14, Stealth +11 saving throw or become frightened for 1 minute. A
Damage Immunities poison creature can repeat the saving throw at the end of each
Senses darkvision 120 ft., passive Perception 24 of its turns, ending the effect on itself on a success.
Languages Draconic, Common
Challenge 14 (11,500 XP) Legendary Actions
The adult mercury dragon can take 3 legendary actions,
Shapechanger. The adult mercury dragon can use its choosing from the options below. Only one legendary
action to polymorph into a Large or Medium action option can be used at a time and only at the end
humanoid, or back into its true form. Its statistics are of another creature's turn. The mercury dragon regains
the same in each form, except for the size. Any spent legendary actions at the start of its turn.
equipment it is wearing or carrying isn't transformed. It
reverts to its true form if it dies. Detect. The mercury dragon makes a Wisdom
(Perception) check.
Poisonous Breath (Recharge 5-6). The adult mercury Tail Attack. The mercury dragon makes a tail attack.
dragon exhales a line of intense light in a 60-foot line
that is 15 feet wide. Each creature in that line must Wing Attack (Costs 2 Actions). The mercury dragon
make a DC 18 Dexterity saving throw, taking 66 beats its wings. Each creature within 15 feet of the
(12d10) radiant damage on a failed save, or half as dragon must succeed on a DC 19 Dexterity saving
much damage on a successful one. Additionally, a throw or take 16 (2d6 + 9) bludgeoning damage and
creature that fails the saving throw is poisoned until be knocked prone. The mercury dragon can then fly up
the start of its next turn. to half its flying speed.

Platinum Dragons
Platinum dragons are the rarest among metallic dragons, and
many believe that only one exists. They represent the
archetype of good-aligned metallic dragons. These majestic
creatures possess platinum scales and are exceptionally
large, even by dragon standards. Their bodies and eyes
radiate powerful auras of light, often making it difficult for
onlookers to discern the true color of their scales.
Interestingly, two of the only three known platinum dragons
on Realmspace are wingless wyrms.
The most commonly known platinum dragon is Bahamut.
While most non-dragon scholars believe Bahamut to be a
unique dragon, they are mistaken. Bahamut is unique among
his kind for having wings, although there were claims that he
was once a wingless dragon as well.
Some dragonborn sorcerers, drawing upon their draconic
heritage, are able to manifest traits of platinum dragons,
mirroring their awe-inspiring presence and benevolent
nature.

MONSTERS | METALLIC DRAGONS


83
Ancient Mercury Dragon Actions
Gargantuan dragon, unaligned Multiattack. The ancient mercury dragon can use its
Frightful Presence. It then makes three attacks: one
Armor Class 23 (natural armor)
with its bite and two with its claws.
Hit Points 615 (30d20 + 300)
Speed 60 ft., fly 120 ft. Bite. Melee Weapon Attack: +13 to hit, reach 20 ft.,
one target. Hit: 28 (4d8 + 7) piercing damage.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +13 to hit, reach 15 ft.,
one target. Hit: 24 (4d6 + 7) slashing damage.
25 (+7) 24 (+7) 24 (+7) 20 (+5) 18 (+4) 22 (+6)
Tail. Melee Weapon Attack: +13 to hit, reach 25 ft., one
Saving Throws Dexterity +13, Constitution +13, target. Hit: 24 (4d6 + 7) bludgeoning damage.
Wisdom +10, Charisma +12 Frightful Presence. Each creature of the ancient mercury
Skills Perception +18, Stealth +13 dragon's choice that is within 120 feet of the dragon
Damage Immunities poison and aware of it must succeed on a DC 20 Wisdom
Senses blindsight 60 ft., darkvision 240 ft., passive saving throw or become frightened for 1 minute. A
Perception 28 creature can repeat the saving throw at the end of each
Languages Draconic, Common of its turns, ending the effect on itself on a success.
Challenge 22 (41,000 XP)
Legendary Actions
Shapechanger. The ancient mercury dragon can use its The ancient mercury dragon can take 3 legendary
action to polymorph into a Gargantuan, Large, or actions, choosing from the options below. Only one
Medium humanoid, or back into its true form. Its legendary action option can be used at a time and only
statistics are the same in each form, except for the at the end of another creature's turn. The mercury
size. Any equipment it is wearing or carrying isn't dragon regains spent legendary actions at the start of
transformed. It reverts to its true form if it dies. its turn.
Legendary Resistance (3/Day). If the ancient mercury Detect. The mercury dragon makes a Wisdom
dragon fails a saving throw, it can choose to succeed (Perception) check.
instead.
Tail Attack. The mercury dragon makes a tail attack.
Poisonous Breath (Recharge 5-6). The ancient mercury
dragon exhales a line of intense light in a 90-foot line Wing Attack (Costs 2 Actions). The mercury dragon
that is 20 feet wide. Each creature in that line must beats its wings. Each creature within 20 feet of the
make a DC 21 Dexterity saving throw, taking 91 dragon must succeed on a DC 22 Dexterity saving
(14d10) radiant damage on a failed save, or half as throw or take 24 (4d6 + 7) bludgeoning damage and
much damage on a successful one. Additionally, a be knocked prone. The mercury dragon can then fly up
creature that fails the saving throw is poisoned until to half its flying speed.
the start of its next turn.

Platinum Dragon Challenge 4 (1,100 XP)

Wyrmling Legendary Resistance (1/Day). If the dragon fails a saving


Medium dragon, lawful good throw, it can choose to succeed instead.

Armor Class 17 (natural armor) Immutable Form. The dragon is immune to any spell or
Hit Points 52 (8d8 + 16) effect that would alter its form.
Speed 30 ft., fly 60 ft. Breath Weapon (Recharge 5-6). The dragon exhales a
blast of cold air in a 15-foot cone. Each creature in that
area must make a DC 13 Dexterity saving throw, taking
STR DEX CON INT WIS CHA
22 (5d8) cold damage on a failed save, or half as much
19 (+4) 10 (+0) 15 (+2) 14 (+2) 13 (+1) 17 (+3) damage on a successful one.

Saving Throws Dex +2, Con +4, Wis +3, Cha +5 Actions
Skills Perception +3, Persuasion +5 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Immunities cold target. Hit: 11 (2d6 + 4) piercing damage.
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Languages Draconic target. Hit: 8 (1d8 + 4) slashing damage.

MONSTERS | METALLIC DRAGONS


84
Young Platinum Dragon Actions
Large dragon, lawful good Multiattack. The dragon makes three attacks: one with
its bite and two with its claws.
Armor Class 19 (natural armor)
Hit Points 127 (15d10 + 45) Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Speed 40 ft., fly 80 ft. target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 12 (2d6 + 5) slashing damage.
21 (+5) 10 (+0) 17 (+3) 14 (+2) 13 (+1) 19 (+4) Legendary Actions
Saving Throws Dex +3, Con +6, Wis +4, Cha +7 The dragon can take 3 legendary actions, choosing
Skills Perception +7, Persuasion +7 from the options below. Only one legendary action
Damage Immunities cold option can be used at a time and only at the end of
Senses blindsight 30 ft., darkvision 120 ft., passive another creature's turn. The dragon regains spent
Perception 17 legendary actions at the start of its turn.
Languages Draconic Detect. The dragon makes a Wisdom (Perception)
Challenge 9 (5,000 XP) check.
Tail Attack. The dragon makes a tail attack.
Legendary Resistance (3/Day). If the dragon fails a saving Wing Attack (Costs 2 Actions). The dragon beats its
throw, it can choose to succeed instead. wings. Each creature within 15 feet of the dragon
must succeed on a DC 16 Dexterity saving throw or
Immutable Form. The dragon is immune to any spell or
take 13 (2d6 + 6) bludgeoning damage and be
effect that would alter its form.
knocked prone. The dragon can then fly up to half its
Breath Weapon (Recharge 5-6). The dragon exhales a flying speed.
blast of cold air in a 30-foot cone. Each creature in that
area must make a DC 16 Dexterity saving throw, taking
45 (10d8) cold damage on a failed save, or half as
much damage on a successful one.

Adult Platinum Dragon Actions


Huge dragon, lawful good Multiattack. The dragon makes three attacks: one with
its bite and two with its claws.
Armor Class 20 (natural armor)
Hit Points 243 (18d12 + 126) Bite. Melee Weapon Attack: +12 to hit, reach 15 ft.,
Speed 40 ft., fly 80 ft. one target. Hit: 22 (3d8 + 9) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 16 (2d6 + 9) slashing damage.
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 23 (+6) Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage.
Saving Throws Dex +4, Con +10, Wis +7, Cha +10
Skills Perception +13, Persuasion +10 Legendary Actions
Damage Immunities cold The dragon can take 3 legendary actions, choosing
Senses blindsight 60 ft., darkvision 120 ft., passive from the options below. Only one legendary action
Perception 23 option can be used at a time and only at the end of
Languages Draconic another creature's turn. The dragon regains spent
Challenge 17 (18,000 XP) legendary actions at the start of its turn.

Legendary Resistance (3/Day). If the dragon fails a saving Detect. The dragon makes a Wisdom (Perception)
throw, it can choose to succeed instead. check.
Tail Attack. The dragon makes a tail attack.
Immutable Form. The dragon is immune to any spell or Wing Attack (Costs 2 Actions). The dragon beats its
effect that would alter its form. wings. Each creature within 15 feet of the dragon
must succeed on a DC 20 Dexterity saving throw or
Breath Weapon (Recharge 5-6). The dragon exhales a
take 16 (2d6 + 9) bludgeoning damage and be
blast of cold air in a 60-foot cone. Each creature in that
knocked prone. The dragon can then fly up to half its
area must make a DC 19 Dexterity saving throw, taking
flying speed.
72 (16d8) cold damage on a failed save, or half as
much damage on a successful one.
MONSTERS | METALLIC DRAGONS
85
Ancient Platinum Actions
Dragon Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with its bite and two
Gargantuan dragon, lawful good
with its claws.
Armor Class 22 (natural armor) Bite. Melee Weapon Attack: +16 to hit, reach 20 ft.,
Hit Points 546 (28d20 + 252) one target. Hit: 23 (2d10 + 12) piercing damage.
Speed 40 ft., fly 80 ft.
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft.,
one target. Hit: 19 (2d6 + 12) slashing damage.
STR DEX CON INT WIS CHA
Tail. Melee Weapon Attack: +16 to hit, reach 25 ft., one
30 (+10) 10 (+0) 29 (+9) 18 (+4) 17 (+3) 27 (+8) target. Hit: 22 (2d8 + 12) bludgeoning damage.

Saving Throws Dex +6, Con +15, Wis +10, Cha +14 Legendary Actions
Skills Perception +17, Persuasion +14 The dragon can take 3 legendary actions, choosing
Damage Immunities cold from the options below. Only one legendary action
Senses blindsight 120 ft., darkvision 240 ft., passive option can be used at a time and only at the end of
Perception 27 another creature's turn. The dragon regains spent
Languages Draconic legendary actions at the start of its turn.
Challenge 24 (62,000 XP)
Detect. The dragon makes a Wisdom (Perception)
Legendary Resistance (3/Day). If the dragon fails a saving check.
throw, it can choose to succeed instead. Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
Immutable Form. The dragon is immune to any spell or wings. Each creature within 20 feet of the dragon
effect that would alter its form. must succeed on a DC 24 Dexterity saving throw or
Breath Weapon (Recharge 5-6). The dragon exhales a take 19 (2d6 + 12) bludgeoning damage and be
blast of freezing air in a 90-foot cone. Each creature in knocked prone. The dragon can then fly up to half its
that area must make a DC 22 Dexterity saving throw, flying speed.
taking 91 (26d6) cold damage on a failed save, or half
as much damage on a successful one.

MONSTERS | METALLIC DRAGONS


86
Maur

M
aurs, also known as hunched giants,
are a breed of giants that have devolved
from their storm giant ancestors due to Maur
centuries of living underground. They Large giant, neutral evil
always stand stooped over, but have the
ability to unfurl their bodies to a Armor Class 15 (natural armor)
towering height of up to 20 feet when Hit Points 135 (18d10 + 36)
given adequate space. Their albino white skin and hair Speed 30 ft.
contrast with their deep black eyes, which are twice as large
as those of creatures of comparable size. STR DEX CON INT WIS CHA
Maurs typically wear short shirts and skirts made of stone-
crafted plate mail, while preferring to go barefoot. Adorned 20 (+5) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 6 (-2)
with circlets, amulets, and scarified glyphs on their skin, they
carry their possessions in shoulder sacks. Due to their Skills Perception +4
prolonged subterranean existence, maurs are uniformly Damage Resistances bludgeoning, piercing, and
hunchbacked and can only stand up straight for a limited slashing from nonmagical attacks
time each day, causing their joints to audibly pop. However, Condition Immunities exhaustion
unfurling greatly enhances their strength, constitution, and Senses darkvision 120 ft., passive Perception 14
Languages Giant
morale. Challenge 9 (5,000 XP)
These giants possess innate magical abilities that allow
them to meld into stone, manipulate earth, and climb walls Unfurling. When a Maur has adequate space, it can
with spider-like agility. They also unleash piercing shrieks unfurl its body to a height of up to 20 feet. While
within stone tunnels or buildings, capable of damaging unfurled, the Maur gains a +2 bonus to Strength,
enemies and leaving them stunned and deafened. Constitution, and Morale.
Maurs were once outcast storm giants, banished to live
underground for a forgotten crime. The majority of maurs Actions
reside in their enclave, fiercely defending it from illithid
attacks while struggling to gather enough food for survival. Multiattack. The Maur makes two slam attacks.
While they long for freedom and strive to release themselves
from their imprisonment, they rarely venture outside the Slam. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 19 (3d8 + 6) bludgeoning damage.
enclave unless enslaved or compelled into service.
Despite their animalistic appearance, maurs hold onto the Shriek. While within stone tunnels or buildings, the
remnants of their storm giant heritage, striving to maintain Maur can unleash a shriek as an action. Each
the high culture of their ancestors. They craft primitive yet creature of its choice within 30 feet of the Maur
well-maintained objects and avoid aggression without reason. must make a DC 15 Constitution saving throw,
Larger groups of maurs are known to tame dire cave bears. taking 5d6 thunder damage on a failed save, or half
as much damage on a successful one. On a failed
save, the creature is also stunned and deafened
until the end of its next turn.
Stone Meld. The Maur can use its action to meld
into stone, becoming indistinguishable from an
ordinary rock until it moves or takes an action.
While melded, it can't be targeted by any attack,
spell, or other effect, and it can't take any actions
other than to emerge from the stone.
Earthshaker. The Maur can use its action to create a
tremor on the ground. Each creature on the ground
within 30 feet of the Maur must succeed on a DC
15 Dexterity saving throw or be knocked prone.

MONSTERS | MAUR
87
A maur, with its charactistic hunched back and a club.

MONSTERS | MAUR
88
Ogre Giant

O
gre giants, towering over 20 feet tall, are
imposing creatures found in Zakhara, the
Land of Fate. Despite their name, they bear Ogre Giant
more resemblance to ogres than true giants. Huge giant, chaotic neutral
Covered in spiky hair, they rarely wear clothing
unless directed by a superior. While around Armor Class 14 (natural armor)
60% of ogre giants have a single cyclopean Hit Points 157 (15d12 + 60)
eye, some possess two eyes. Their large, elephant-shaped Speed 40 ft.
ears, richly-veined and hanging down to their shoulders, aid
in cooling their bodies when flapped. STR DEX CON INT WIS CHA
In combat, ogre giants rely on their massive fists and the
ability to hurl boulders with great force. They are often found 23 (+6) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 6 (-2)
in family units or small clans, led by a dominant male who
protects his wives, children, and unmarried siblings. Skills Perception +4
Occasionally, they are employed by sha'irs, sorcerers, or ogre Senses passive Perception 14
mages, forming alliances to safeguard their clans. Languages Giant, Common
Ogre giants follow certain customs and show respect for Challenge 8 (3,900 XP)
the dead. They bury the bodies of slain enemies in stone
cairns, which grow over time and resemble small mountains Actions
when clans occupy the same area for long periods. Multiattack. The ogre giant makes two greatclub
Disturbing these cairns is met with severe consequences, as attacks.
it is punishable by death.
While primarily speaking the ogre language, some ogre Greatclub. Melee Weapon Attack: +9 to hit, reach
giants near humans can communicate in Midani as well. A 15 ft., one target. Hit: 23 (3d10 + 6) bludgeoning
few individuals even attain enlightenment, becoming damage.
missionaries for their kind, although the majority remain Rock Throwing. The ogre giant has a range of
savage brutes. Due to their need for large quantities of food, 60/240 ft. with its rock attack. If the target is a
ogre giants lead scattered lives, often trading with humans creature, it must succeed on a DC 15 Dexterity
and other beings when necessary. saving throw or take 28 (4d10 + 6) bludgeoning
damage.

Reactions
Catch Missiles. If a ranged weapon attack misses the
ogre giant, it can use its reaction to catch the
missile and take no bludgeoning damage from it.

MONSTERS | OGRE GIANT


89
Ooze Drake

O
oze drakes are revolting and malevolent
creatures, belonging to the species of
elemental drakes. They possess slimy, grey- Ooze Drake
green scales that constantly secrete a caustic Large dragon, lawful evil
goo. Their dirty grey claws and teeth, along
with pale yellow, watery eyes, complete their Armor Class 17 (natural armor)
repulsive appearance. Hit Points 150 (15d10 + 75)
These amphibious drakes can survive both underwater and Speed 30 ft. (burrow), 40 ft. (swim)
on land, exuding acid from their skin that corrodes most
materials, excluding stone. Preferring to ambush their prey, STR DEX CON INT WIS CHA
they attack from advantageous positions, dragging or
carrying victims away to consume. Ooze drakes have a 18 (+4) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
disdain for fair fights and prefer sneaky tactics.
Found in swamps, marshes, and wet caverns, ooze drakes Damage Resistances bludgeoning, piercing, and
sometimes form alliances with groups of lizardfolk or slashing damage from non-magical attacks
troglodytes, although their patience with lesser beings is Damage Immunities acid
limited. They possess the ability to speak the Draconic Senses darkvision 60 ft., passive Perception 10
language, as well as Terran or Aquan, but their speech is slow Languages Draconic
Challenge 10 (5,900 XP)
and slurred, as if their mouths were filled with water.
Amphibious. The Ooze Drake can breathe both air
and water.
Acid Secretion. The Ooze Drake constantly secretes
acid from its skin. Any creature that starts its turn
grappling or being grappled by the Ooze Drake
takes 10 (3d6) acid damage.

Actions
Multiattack. The Ooze Drake makes two attacks:
one with its bite and one with its claw.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage plus
7 (2d6) acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Grapple. The Ooze Drake attempts to grapple a
creature within 10 feet of it. The target must make
a DC 15 Strength saving throw or be grappled
(escape DC 15). While grappled, the creature takes
10 (3d6) acid damage at the start of its turn.

MONSTERS | OOZE DRAKE


90
Overseer

O
verseers are among the most dangerous of the
beholderkin, rivaling the power of a hive
mother. They resemble nothing more than a
large mass of flesh or a tree with mouths on its
trunk and eyes on its branches. With powers
similar to that of a hive mother, overseers
possess the ability to control the actions of five
to ten standard beholders or five to twenty beholderkin.
However, overseers can only control creatures of the same
type, such as deathkisses or directors, but not a combination
of the two beholder types. They are rarely found in the
beholder city of Zokir, being rarer there than in other
beholder colonies. Some Calishite records suggest that
overseers may have fought in the Eye Tyrant Wars and earlier
wars in Calimshan, alongside other beholder abominations.

Overseer Chain Lightning Ray. The target and up to two other


creatures within 30 feet of it take 54 (12d8)
Large aberration, lawful evil
lightning damage, or half damage with a successful
Armor Class 20 (natural armor) Dexterity saving throw (DC 20).
Hit Points 315 (30d10 + 150) Dominate Ray. The target must succeed on a
Speed 5 ft., fly 30 ft. Wisdom saving throw (DC 20) or be charmed by the
overseer for 1 hour. While charmed, the target is
under the overseer's control and can't take actions,
STR DEX CON INT WIS CHA and the overseer and the target can communicate
telepathically.
24 (+7) 14 (+2) 20 (+5) 22 (+6) 18 (+4) 22 (+6)
Frost Ray. The target takes 54 (12d8) cold damage,
or half damage with a successful Constitution saving
Saving Throws Con +12, Wis +10, Cha +12 throw (DC 20).
Skills Arcana +16, History +16, Insight +10, Perception Telekinesis Ray. The overseer can move the target up
+14 to 30 feet in any direction. If the target is a creature,
Senses darkvision 120 ft., passive Perception 24 it must succeed on a Strength saving throw (DC 20)
Languages Beholder, Common or be moved against its will.
Challenge 15 (13,000 XP)
Command Beholder (1/day). The overseer can use
All-Around Vision. The overseer has a +4 bonus to its dominate monster (DC 20) as a 9th-level spell-like
passive Perception score and can't be surprised. ability, but only against beholders and (except for hive
mothers and other overseers). The overseer can control
Fungus. The overseer is covered in fungal growths. Any up to 24 beholders or at a time. If an overseer loses
creature that starts its turn grappling the overseer or control of a dominated beholder, it can immediately
within 5 feet of it takes 10 (3d6) poison damage. sense the loss of control and knows the position and
Magic Resistance. The overseer has advantage on saving distance to the beholder at the time control was lost. If
throws against spells and other magical effects. control does not return within a few rounds, the
overseer seeks out the rogue beholder to investigate
Actions and possibly punish it.

Eye Rays. The overseer can use its eye rays as an action. Multiattack. The overseer can use its Eye Rays and make
It has four different eye rays, which it can use in any one tentacle attack.
combination. Each ray has a range of 120 feet and Tentacle. Melee Weapon Attack: +13 to hit, reach 15
requires a ranged spell attack. The overseer can use ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
each ray only once per turn. If the target is a creature, it is grappled (escape DC 20)
and restrained until the grapple ends. The overseer can
grapple up to four creatures at once.

MONSTERS | OVERSEER
91
Phaerlin giant

P
haerlin giants are a breed of giant that
descended from stone giants and are found in
the Underdark. They stand around 20 feet tall Phaerlin Giant
when standing straight, although their bodies Huge giant, neutral evil
are constantly hunched over, and they walk
using both their hands and feet. Their Armor Class 14 (natural armor)
protruding jaw holds sharp, elongated teeth, Hit Points 105 (10d12 + 40)
while their bodies are covered in very tough skin, with hard Speed 40 ft.
plates on their backs reminiscent of a beholder's. Their
yellow eyes constantly water, and they possess tiny ears. STR DEX CON INT WIS CHA
Phaerlin giants possess the ability to let loose a terrifying
howl that can cause weaker foes to become shaken, and they 21 (+5) 10 (+0) 19 (+4) 8 (-1) 12 (+1) 7 (-2)
have a powerful sense of smell. In combat, they are
particularly clumsy when using weapons and prefer to attack Skills Perception +4
with their teeth and claws. They begin battles by howling to Senses darkvision 60 ft., passive Perception 14
frighten their foes before engaging in a brutal assault. Languages Common, Giant
Phaerlin giants originated after aberrant phaerimm, Challenge 5 (1,800 XP)
imprisoned underground beneath the Anauroch desert,
magically warped stone giants over the centuries. The Keen Smell. The Phaerlin Giant has advantage on
resulting phaerlin giants have little in common with their Wisdom (Perception) checks that rely on smell.
forebears and exhibit minimal culture. Most serve as brutal
slaves in the Underdark, with solitary existence focusing on Actions
food and violence. Occasionally, two phaerlin giants may
cooperate, but larger groups and settlements are never seen. Multiattack. The Phaerlin Giant makes two attacks:
one with its bite and one with its claw. Bite. Melee
Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 16 (2d10 + 5) piercing damage. Claw. Melee
Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) slashing damage. Terrifying Howl
(Recharge 5-6). The Phaerlin Giant emits a terrifying
howl. Each creature of the giant's choice within 30
feet of it that can hear it must succeed on a DC 14
Wisdom saving throw or be frightened for 1
minute. A frightened creature can repeat the saving
throw at the end of each of its turns, ending the
effect on itself on a success.

MONSTERS | PHAERLIN GIANT


92
Planar Dragons

P
lanar Dragons are majestic creatures that hail Adamantine Dragons
from realms beyond the Prime Material plane.
Unlike their counterparts, these dragons do not The Adamantine Dragon, also known as the Adamantite
possess an innate talent for sorcery. Instead, Dragon, is a majestic planar creature hailing from the Twin
they wield a repertoire of spell-like abilities that Paradises of Bytopia. These powerful dragons possess a
showcases their mastery over the magical typical draconic physique, with their claws, wings, and tail
forces of their native planes. overshadowing their relatively small bodies. Their scales
With their immense size and radiant scales shimmering resemble silvery metal covered in diamond dust, reflecting
with otherworldly hues, Planar Dragons are awe-inspiring beams of light and creating scintillating rainbows. The
beings to behold. Their forms are adapted to the unique radiant, crownlike crest formed by their swept-back horns
environments of the Astral Plane, Ethereal Plane, and adds to their regal appearance. Adamantine dragons are
various Outer Planes they call home. Their wings span great considered exemplars of good, ever vigilant protectors of their
distances, effortlessly carrying them through the boundless native plane. With exceptional intelligence and an inherent
expanses of their realms. sense of righteousness, they readily aid and sacrifice for the
These enigmatic creatures are deeply connected to the common good of intelligent creatures. Their adamantine-like
intricate fabric of their planes. They harness the primal natural weapons deal devastating damage, and they possess
energies and elemental essences that flow through their a range of magical abilities. With their breathtaking breath
domains, channeling them into devastating breath attacks weapons, they can unleash white-hot fire or a time-stopping
and unleashing arcane powers beyond mortal gas, both of which vary in potency depending on the plane
comprehension. they are used on. These dragons are highly skilled at
Planar Dragons are often found in Dragon Eyries, hidden destroying equipment and possess innate spell-like abilities
sanctuaries nestled within the most remote and ethereal as they age, including the ability to take humanoid or animal
corners of their respective planes. Within these sacred lairs, forms. While they dislike physical combat, they can be
they guard ancient knowledge and artifacts of immense formidable opponents when provoked.
power, serving as guardians of the planes' delicate balance.

Adamantine Dragon 3/day each: antipathy

Wyrmling Actions
Multiattack. The dragon makes two attacks: one with its
Medium dragon, neutral good
bite and one with its claws.
Armor Class 17 (natural armor) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hit Points 52 (8d8 + 16) target. Hit: 9 (1d10 + 3) piercing damage.
Speed 30 ft., fly 60 ft.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 3) slashing damage.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 11 (+0) Legendary Actions
The dragon can take 2 legendary actions, choosing
Damage Resistances none from the options below. Only one legendary action
Damage Immunities none option can be used at a time and only at the end of
Condition Immunities none another creature's turn. The dragon regains spent
Senses darkvision 60 ft., passive Perception 10 legendary actions at the start of its turn.
Languages Celestial, Draconic
Challenge 6 (2,300 XP) Detect. The dragon makes a Wisdom (Perception)
check.
Innate Spellcasting. The dragon's innate spellcasting Tail Attack. The dragon makes a tail attack.
ability is Charisma (spell save DC 11). It can innately Wing Attack (Costs 2 Actions). The dragon beats its
cast the following spells, requiring no material wings. Each creature within 10 feet of the dragon
components: must succeed on a DC 13 Dexterity saving throw or
take 6 (1d6 + 3) bludgeoning damage and be
At will: mirror image knocked prone. The dragon can then fly up to half its
flying speed.

MONSTERS | PLANAR DRAGONS


93
Young Adamantine Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Dragon Frightful Presence. Each creature of the dragon's choice
Large dragon, neutral good within 120 feet of it and aware of it must succeed on a
DC 14 Wisdom saving throw or become frightened for
Armor Class 19 (natural armor) 1 minute. A creature can repeat the saving throw at the
Hit Points 152 (16d10 + 64) end of each of its turns, ending the effect on itself on a
Speed 40 ft., fly 80 ft. success.

STR DEX CON INT WIS CHA Legendary Actions


19 (+4) 10 (+0) 18 (+4) 12 (+1) 10 (+0) 11 (+0) The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Damage Resistances none option can be used at a time and only at the end of
Damage Immunities none another creature's turn. The dragon regains spent
Condition Immunities none legendary actions at the start of its turn.
Senses darkvision 120 ft., passive Perception 11
Languages Celestial, Draconic Detect. The dragon makes a Wisdom (Perception)
Challenge 10 (5,900 XP) check.
Tail Attack. The dragon makes a tail attack.
Innate Spellcasting. The dragon's innate spellcasting Wing Attack (Costs 2 Actions). The dragon beats its
ability is Charisma (spell save DC 12). It can innately wings. Each creature within 10 feet of the dragon
cast the following spells, requiring no material must succeed on a DC 15 Dexterity saving throw or
components: take 13 (2d8 + 4) bludgeoning damage and be
knocked prone. The dragon can then fly up to half its
At will: mirror image flying speed.
3/day each: dimension door
This stat block represents a Young Adamantine Dragon
Actions adjusted for 5e rules. The dragon's abilities and attacks
Multiattack. The dragon can use its Frightful Presence. have been updated to reflect the mechanics and power
It then makes three attacks: one with its bite and two level of 5th edition. The addition of Legendary Actions
with its claws. provides the dragon with more options during combat,
allowing for a dynamic and challenging encounter.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 15 (2d10 + 4) piercing damage.

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94
Adult Adamantine Bite. Melee Weapon Attack: +10 to hit, reach 15 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Dragon Claws. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Huge dragon, neutral good one target. Hit: 13 (2d6 + 6) slashing damage.
Armor Class 21 (natural armor) Frightful Presence. Each creature of the dragon's choice
Hit Points 287 (23d12 + 138) within 120 feet of it and aware of it must succeed on a
Speed 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA success.
23 (+6) 10 (+0) 22 (+6) 14 (+2) 12 (+1) 13 (+1) Breath Weapon (Recharge 5-6). The dragon exhales
adamantite gas in a 60-foot cone. Each creature in that
Damage Resistances none area must make a DC 18 Constitution saving throw,
Damage Immunities none taking 56 (16d6) poison damage on a failed save, or
Condition Immunities none half as much damage on a successful one.
Senses darkvision 120 ft., passive Perception 12
Languages Celestial, Draconic
Challenge 17 (18,000 XP)
Legendary Actions
The dragon can take 3 legendary actions, choosing
Innate Spellcasting. The dragon's innate spellcasting from the options below. Only one legendary action
ability is Charisma (spell save DC 15). It can innately option can be used at a time and only at the end of
cast the following spells, requiring no material another creature's turn. The dragon regains spent
components: legendary actions at the start of its turn.

At will: mirror image Detect. The dragon makes a Wisdom (Perception)


check.
3/day each: dimension door Tail Attack. The dragon makes a tail attack.
Actions Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 15 feet of the dragon
Multiattack. The dragon can use its Frightful Presence. must succeed on a DC 18 Dexterity saving throw or
It then makes three attacks: one with its bite and two take 16 (2d8 + 6) bludgeoning damage and be
with its claws. knocked prone. The dragon can then fly up to half its
flying speed.

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Ancient Adamantine Claws. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one target. Hit: 17 (2d6 + 8) slashing damage.
Dragon Frightful Presence. Each creature of the dragon's choice
Gargantuan dragon, neutral good within 120 feet of it and aware of it must succeed on a
DC 19 Wisdom saving throw or become frightened for
Armor Class 23 (natural armor) 1 minute. A creature can repeat the saving throw at the
Hit Points 546 (28d20 + 252) end of each of its turns, ending the effect on itself on a
Speed 40 ft., fly 80 ft. success.
Breath Weapon (Recharge 5-6). The dragon exhales
STR DEX CON INT WIS CHA adamantite gas in a 90-foot cone. Each creature in that
27 (+8) 10 (+0) 26 (+8) 18 (+4) 16 (+3) 17 (+3) area must make a DC 22 Constitution saving throw,
taking 91 (26d6) poison damage on a failed save, or
half as much damage on a successful one.
Damage Resistances none
Damage Immunities none Legendary Resistance (3/Day). If the dragon fails a saving
Condition Immunities none throw, it can choose to succeed instead.
Senses darkvision 120 ft., passive Perception 13
Languages Celestial, Draconic
Challenge 23 (50,000 XP)
Legendary Actions
The dragon can take 3 legendary actions, choosing
Innate Spellcasting. The dragon's innate spellcasting from the options below. Only one legendary action
ability is Charisma (spell save DC 18). It can innately option can be used at a time and only at the end of
cast the following spells, requiring no material another creature's turn. The dragon regains spent
components: legendary actions at the start of its turn.

At will: mirror image Detect. The dragon makes a Wisdom (Perception)


check.
3/day each: dimension door Tail Attack. The dragon makes a tail attack.
Actions Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 20 feet of the dragon
Multiattack. The dragon can use its Frightful Presence. must succeed on a DC 21 Dexterity saving throw or
It then makes three attacks: one with its bite and two take 21 (2d10 + 8) bludgeoning damage and be
with its claws. knocked prone. The dragon can then fly up to half its
Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., flying speed.
one target. Hit: 21 (2d10 + 8) piercing damage.

Astral Dragon Wyrmling Astral Sight. The astral dragon can see through the blur
Medium dragon, neutral of the Astral Plane for up to 10 miles.

Armor Class 15 (natural armor) Flyby. The astral dragon doesn't provoke opportunity
Hit Points 52 (8d8 + 16) attacks when it flies out of an enemy's reach.
Speed 30 ft., fly 60 ft. Innate Spellcasting (1/Day). The astral dragon can cast
plane shift (self only) at will.
STR DEX CON INT WIS CHA
Actions
18 (+4) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 10 (+0) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) piercing damage.
Skills Perception +2
Senses blindsight 30 ft., darkvision 60 ft., passive Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Perception 12 target. Hit: 8 (1d8 + 4) slashing damage.
Languages Common, Draconic Psionic Sense. The astral dragon can sense the presence
Challenge 3 (700 XP) of psionic abilities within 240 feet of it.

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Young Astral Dragon Flyby. The young astral dragon doesn't provoke
opportunity attacks when it flies out of an enemy's
Large dragon, neutral
reach.
Armor Class 17 (natural armor) Innate Spellcasting (3/Day). The young astral dragon can
Hit Points 152 (16d10 + 64) cast plane shift (self only) at will.
Speed 40 ft., fly 80 ft.
Psionic Sense. The young astral dragon can sense the
presence of psionic abilities within 240 feet of it.
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 10 (+0)
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Skills Perception +5 target. Hit: 17 (2d10 + 6) piercing damage.
Senses blindsight 30 ft., darkvision 120 ft., passive Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Perception 15 target. Hit: 13 (2d6 + 6) slashing damage.
Languages Common, Draconic
Challenge 6 (2,300 XP) Tail Swipe. Melee Weapon Attack: +8 to hit, reach 15
ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Astral Sight. The young astral dragon can see through Breath Weapon (Recharge 5-6). The young astral dragon
the blur of the Astral Plane for up to 10 miles. exhales a 30-foot cone of astral energy. Each creature
in that area must make a DC 15 Dexterity saving throw,
taking 28 (8d6) force damage on a failed save, or half
as much damage on a successful one.

Adult Astral Dragon Bite. Melee Weapon Attack: +11 to hit, reach 15 ft.,
one target. Hit: 19 (2d10 + 8) piercing damage.
Huge dragon, neutral
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft.,
Armor Class 19 (natural armor) one target. Hit: 15 (2d6 + 8) slashing damage.
Hit Points 297 (22d12 + 154)
Speed 50 ft., fly 100 ft. Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one
target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice
STR DEX CON INT WIS CHA that is within 120 feet of the dragon and aware of it
24 (+7) 14 (+2) 24 (+7) 10 (+0) 12 (+1) 16 (+3) must succeed on a DC 15 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Skills Perception +10 the saving throw at the end of each of its turns, ending
Senses blindsight 60 ft., darkvision 120 ft., passive the effect on itself on a success.
Perception 20 Breath Weapon (Recharge 5-6). The adult astral dragon
Languages Common, Draconic exhales a 60-foot cone of astral energy. Each creature
Challenge 13 (10,000 XP) in that area must make a DC 18 Dexterity saving throw,
taking 56 (16d6) force damage on a failed save, or half
Astral Sight. The adult astral dragon can see through the as much damage on a successful one.
blur of the Astral Plane for up to 10 miles.
Legendary Actions
Flyby. The adult astral dragon doesn't provoke
opportunity attacks when it flies out of an enemy's The adult astral dragon can take 3 legendary actions,
reach. choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Innate Spellcasting (At will). The adult astral dragon can of another creature's turn. The adult astral dragon
cast plane shift (self only) at will. regains spent legendary actions at the start of its turn.
Legendary Resistance (3/Day). If the adult astral dragon
Detect. The adult astral dragon makes a Wisdom
fails a saving throw, it can choose to succeed instead. (Perception) check.
Psionic Sense. The adult astral dragon can sense the Tail Attack. The adult astral dragon makes a tail
presence of psionic abilities within 240 feet of it. attack.
Wing Attack (Costs 2 Actions). The adult astral dragon
Actions beats its wings. Each creature within 15 feet of the
dragon must succeed on a DC 19 Dexterity saving
Multiattack. The adult astral dragon can use its Frightful
Presence. It then makes three attacks: one with its bite throw or take 13 (2d6 + 6) bludgeoning damage and
be knocked prone. The adult astral dragon can then
and two with its claws.
fly up to half its flying speed.
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97
Ancient Astral Dragon Multiattack. The ancient astral dragon can use its
Frightful Presence. It then makes three attacks: one
Gargantuan dragon, neutral
with its bite and two with its claws.
Armor Class 21 (natural armor)
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft.,
Hit Points 617 (33d20 + 264)
one target. Hit: 24 (2d10 + 13) piercing damage plus
Speed 60 ft., fly 120 ft.
14 (4d6) force damage.
Claw. Melee Weapon Attack: +17 to hit, reach 15 ft.,
STR DEX CON INT WIS CHA one target. Hit: 20 (2d8 + 13) slashing damage.
30 (+10) 14 (+2) 26 (+8) 16 (+3) 18 (+4) 20 (+5) Tail. Melee Weapon Attack: +17 to hit, reach 25 ft., one
target. Hit: 22 (2d10 + 13) bludgeoning damage.
Saving Throws Dex +9, Con +15, Wis +12, Cha +13 Frightful Presence. Each creature of the dragon's choice
Skills Perception +17 that is within 120 feet of the dragon and aware of it
Damage Immunities force must succeed on a DC 20 Wisdom saving throw or
Senses blindsight 120 ft., darkvision 240 ft., passive become frightened for 1 minute. A creature can repeat
Perception 27 the saving throw at the end of each of its turns, ending
Languages Common, Draconic, telepathy 120 ft. the effect on itself on a success.
Challenge 23 (50,000 XP)
Breath Weapon (Recharge 5-6). The ancient astral
Astral Sight. The ancient astral dragon can see through dragon exhales a 90-foot cone of astral energy. Each
the blur of the Astral Plane for up to 10 miles. creature in that area must make a DC 23 Dexterity
saving throw, taking 77 (22d6) force damage on a
Legendary Resistance (3/Day). If the ancient astral failed save, or half as much damage on a successful
dragon fails a saving throw, it can choose to succeed one.
instead.
Innate Spellcasting. The ancient astral dragon's innate
Legendary Actions
spellcasting ability is Intelligence (spell save DC 21). The ancient astral dragon can take 3 legendary actions,
The dragon can innately cast the following spells, choosing from the options below. Only one legendary
requiring no material components: action option can be used at a time and only at the end
of another creature's turn. The ancient astral dragon
At will: detect thoughts, plane shift
regains spent legendary actions at the start of its turn.
3/day each: dominate person, telekinesis
Detect. The ancient astral dragon makes a Wisdom
Magic Resistance. The ancient astral dragon has (Perception) check.
advantage on saving throws against spells and other Tail Attack. The ancient astral dragon makes a tail
magical effects. attack.
Psionic Sense. The ancient astral dragon can sense the Wing Attack (Costs 2 Actions). The ancient astral
presence of psionic abilities within 240 feet of it. dragon beats its wings. Each creature within 20 feet
of the dragon must succeed on a DC 24 Dexterity
Actions saving throw or take 16 (3d6 + 6) bludgeoning
damage and be knocked prone. The ancient astral
dragon can then fly up to half its flying speed.

Astral Dragons As they mature, they abandon the eggs and claim larger
lairs. Mated astral dragons grow in power and size, with a
The Astral Dragon is a rare and formidable planar creature magical chain appearing to bind them together as a sign of
native to the Astral Plane. These majestic dragons possess their devotion. They rarely leave their grand palace-lairs and
exceptional vision, enabling them to see through the blur of are considered as mighty as demipowers in their domains. To
the Astral Plane for miles on end. With the ability to plane gather information, they often send out kodragons, acting as
shift at will, they effortlessly navigate their home plane and their eyes and ears.
can fly on the Prime Material Plane.
Astral dragons prioritize attacking spellcasters when in
battle against creatures not native to the Astral Plane,
recognizing their role in maintaining the group's presence in
that realm. Although they lack psionic abilities, they possess
the ability to sense psionic abilities in others. Astral dragons
have a unique reproductive process, with females laying eggs
that grow within the Astral Plane until they reach a
significant size. Young astral dragons use their eggs as
treasure storage and establish a mental link to locate them.

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98
Battle Dragon Young Battle Dragon
Medium dragon, neutral good
Wyrmling Armor Class 18 (natural armor)
Tiny dragon, neutral good Hit Points 110 (13d8 + 52)
Speed 30 ft., fly 80 ft.
Armor Class 16
Hit Points 30 (6d4 + 6)
Speed 20 ft., fly 60 ft. STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 14 (+2)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) Condition Immunities Frightened
Senses darkvision 120 ft., passive Perception 11
Languages Common, Draconic
Condition Immunities Frightened Challenge 6 (2,300 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Brave Inspiration. The young battle dragon can use
Challenge 3 (700 XP)
its action to sing a chant that inspires courage in its
allies. All friendly creatures within 30 feet of the
Brave Inspiration. The battle dragon wyrmling can young battle dragon gain advantage on saving
use its action to sing a chant that inspires courage throws against being frightened and temporary hit
in its allies. All friendly creatures within 30 feet of points equal to the young battle dragon's Charisma
the battle dragon wyrmling gain advantage on modifier (minimum 1) for 1 minute.
saving throws against being frightened and
temporary hit points equal to the battle dragon Battle Rage (1/Day). When the young battle dragon
wyrmling's Charisma modifier (minimum 1) for 1 takes damage, it can enter a furious battle rage for
minute. 1 minute. During the rage, it gains a +4 bonus to
damage rolls, resistance to bludgeoning, piercing,
Battle Rage (1/Day). When the battle dragon and slashing damage, and advantage on Strength
wyrmling takes damage, it can enter a furious battle checks and saving throws. Once it uses this ability,
rage for 1 minute. During the rage, it gains a +2 it can't use it again until it finishes a long rest.
bonus to damage rolls, resistance to bludgeoning,
piercing, and slashing damage, and advantage on Actions
Strength checks and saving throws. Once it uses
this ability, it can't use it again until it finishes a Multiattack. The young battle dragon makes three
long rest. attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Actions one target. Hit: 12 (2d6 + 4) piercing damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 0) piercing damage.
one target. Hit: 8 (1d8 + 4) slashing damage.
Breath Weapons (Recharge 5-6). The battle dragon Breath Weapon (Recharge 5-6). The young battle
wyrmling uses one of the following breath dragon uses one of the following breath weapons:
weapons:
Fear Gas Breath. The young battle dragon exhales
Fear Gas Breath. The battle dragon wyrmling a cone of fear-causing gas. Each creature in a 30-
exhales a cone of fear-causing gas. Each creature foot cone must make a DC 14 Wisdom saving
in a 15-foot cone must make a DC 12 Wisdom throw or be frightened for 1 minute. The creature
saving throw or be frightened for 1 minute. The can repeat the saving throw at the end of each of
creature can repeat the saving throw at the end its turns, ending the effect on itself on a success.
of each of its turns, ending the effect on itself on
a success. Sonic Blast Breath. The young battle dragon
exhales a deafening cone of sonic energy. Each
Sonic Blast Breath. The battle dragon wyrmling creature in a 30-foot cone must make a DC 14
exhales a deafening cone of sonic energy. Each Constitution saving throw, taking 28 (8d6)
creature in a 15-foot cone must make a DC 12 thunder damage on a failed save, or half as much
Constitution saving throw, taking 14 (4d6) damage on a successful one.
thunder damage on a failed save, or half as much
damage on a successful one.

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99
Adult Battle Dragon Multiattack. The adult battle dragon makes three
attacks: one with its bite and two with its claws.
Large dragon, neutral good
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Armor Class 19 (natural armor)
target. Hit: 15 (2d10 + 4) piercing damage.
Hit Points 187 (15d10 + 105)
Speed 40 ft., fly 100 ft. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (1d8 + 7) slashing damage.
STR DEX CON INT WIS CHA Tail Slam. Melee Weapon Attack: +9 to hit, reach 15 ft.,
one target. Hit: 13 (2d6 + 6) bludgeoning damage. If
20 (+5) 14 (+2) 22 (+6) 16 (+3) 16 (+3) 18 (+4) the target is a creature, it must succeed on a DC 16
Strength saving throw or be knocked prone.
Condition Immunities Frightened Breath Weapon (Recharge 5-6). The adult battle dragon
Senses darkvision 120 ft., passive Perception 13 uses one of the following breath weapons:
Languages Common, Draconic
Challenge 10 (5,900 XP) Fear Gas Breath. The adult battle dragon exhales a
cone of fear-causing gas. Each creature in a 30-foot
Brave Inspiration. The adult battle dragon can use its cone must make a DC 16 Wisdom saving throw or
action to sing a chant that inspires courage in its allies. be frightened for 1 minute. The creature can repeat
All friendly creatures within 30 feet of the adult battle the saving throw at the end of each of its turns,
dragon gain advantage on saving throws against being ending the effect on itself on a success.
frightened and temporary hit points equal to the adult Sonic Blast Breath. The adult battle dragon exhales a
battle dragon's Charisma modifier (minimum 1) for 1 deafening cone of sonic energy. Each creature in a
minute. 30-foot cone must make a DC 16 Constitution
Battle Rage (1/Day). When the adult battle dragon takes saving throw, taking 35 (10d6) thunder damage on a
damage, it can enter a furious battle rage for 1 minute. failed save, or half as much damage on a successful
During the rage, it gains a +6 bonus to damage rolls, one.
resistance to bludgeoning, piercing, and slashing
damage, and advantage on Strength checks and saving Legendary Actions
throws. Once it uses this ability, it can't use it again
until it finishes a long rest. The adult battle dragon can take 3 legendary actions,
choosing from the options below. Only one legendary
Legendary Resistance (3/Day). If the adult battle dragon action option can be used at a time and only at the end
fails a saving throw, it can choose to succeed instead. of another
Actions

Battle Dragons With their chants, they inspire courage akin to bards, and
older battle dragons can enter a furious battle rage, inflicting
Battle Dragons are fierce and courageous creatures that revel devastating damage. Battle dragons possess breath weapons
in glorious combat. These mighty dragons come in various capable of inducing fear or unleashing deafening sonic
scales and colorations, with their appearance changing energy. Additionally, they possess innate abilities similar to
depending on their activities. spells such as aid, heroes' feast, protection from evil, and
When at rest, their scales have a dull brown hue, but when shield other. These dragons are trained from a young age to
in flight, they turn bright golden, reflecting sunlight with a appreciate the art of fighting and can be found alone, in
dazzling effect. Sharp horns protrude from their heads and families, or in clutches. They often forge alliances with
other extremities, while their large, brilliantly patterned communities, providing mutual assistance and protection.
wings add to their majestic presence. Battle dragons can be encountered in various realms,
Fearless and optimistic, battle dragons find great joy in including Ysgard, Arvandor, the Dragon Eyrie, the House of
armed conflict and possess the ability to find positivity even the Triad, Warrior's Rest, and even the Astral Plane itself. Due
in the most dire situations. They excel at inspiring courage to their loyalty and love for battle, they can be found in the
within their armies and are often chosen as mounts by direct service of deities, aiding armies against fiends or
humanoid combatants. In battle, they fight fiercely while participating in battles between rival deities.
supporting and encouraging their allies.

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100
A battle dragon, blight dragon, and ethereal dragon.

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101
Ancient Battle Dragon Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one target. Hit: 22 (3d8 + 8) piercing damage.
Huge dragon, neutral good
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Armor Class 22 (natural armor)
one target. Hit: 18 (2d10 + 8) slashing damage.
Hit Points 546 (28d12 + 364)
Speed 50 ft., fly 120 ft. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
target. Hit: 20 (2d12 + 8) bludgeoning damage. If the
target is a creature, it must succeed on a DC 22
STR DEX CON INT WIS CHA Strength saving throw or be knocked prone.
26 (+8) 14 (+2) 26 (+8) 20 (+5) 20 (+5) 22 (+6) Breath Weapons (Recharge 5-6). The ancient battle
dragon uses three of the following breath weapons:
Damage Immunities None Fear Gas Breath. The ancient battle dragon exhales a
Condition Immunities Frightened cone of fear-causing gas. Each creature in a 60-foot
Senses blindsight 60 ft., darkvision 120 ft., passive cone must make a DC 22 Wisdom saving throw or
Perception 15 be frightened for 1 minute. The creature can repeat
Languages Common, Draconic the saving throw at the end of each of its turns,
Challenge 20 (25,000 XP) ending the effect on itself on a success.
Brave Inspiration. The ancient battle dragon can use its Sonic Blast Breath. The ancient battle dragon exhales
action to sing a chant that inspires courage in its allies. a deafening cone of sonic energy. Each creature in a
All friendly creatures within 30 feet of the ancient 60-foot cone must make a DC 22 Constitution
battle dragon gain advantage on saving throws against saving throw, taking 63 (14d8) thunder damage on a
being frightened and temporary hit points equal to the failed save, or half as much damage on a successful
ancient battle dragon's Charisma modifier (minimum one.
1) for 1 minute.
Mystic Fire Breath. The ancient battle dragon exhales
Battle Rage (3/Day). When the ancient battle dragon a cone of searing flames infused with arcane energy.
takes damage, it can enter a furious battle rage for 1 Each creature in a 60-foot cone must make a DC 22
minute. During the rage, it gains a +10 bonus to Dexterity saving throw, taking 77 (22d6) fire
damage rolls, resistance to bludgeoning, piercing, and damage on a failed save, or half as much damage on
slashing damage, and advantage on Strength checks a successful one.
and saving throws. Once it uses this ability, it can't use
it again until it finishes a long rest.
Legendary Actions
Legendary Resistance (5/Day). If the ancient battle
dragon fails a saving throw, it can choose to succeed The ancient battle dragon can take 3 legendary actions,
instead. choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Magic Resistance. The ancient battle dragon has of another creature's turn. The ancient battle dragon
advantage on saving throws against spells and other regains spent legendary actions at the start of its turn.
magical effects.
Wing Attack. The ancient battle dragon beats its
Siege Monster. The ancient battle dragon deals double
wings. Each creature within 15 feet of the dragon
damage to objects and structures.
must succeed on a DC 20 Dexterity saving throw or
Multiattack. The ancient battle dragon makes three take 16 (2d6 + 8) bludgeoning damage and be
attacks: one with its bite, one with its claws, and one knocked prone. The dragon can then fly up to half its
with its tail. flying speed.
Tail Swipe. The ancient battle dragon can use its tail to Tail Attack. The ancient battle dragon makes a tail
make a melee weapon attack against each creature attack.
within 10 feet of it. Each target must make a DC 20
Dexterity saving throw, taking 16 (2d8 + 8) Frightful Presence. The ancient battle dragon exhales
bludgeoning damage on a failed save, or half as much a burst of powerful presence. Each creature of the
damage on a successful one. dragon's choice within 120 feet of it and aware of it
must succeed on a DC 20 Wisdom saving throw or
Actions 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.

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102
Blight Dragon Young Blight Dragon
Medium dragon, neutral evil
Wyrmling Armor Class 15 (natural armor)
Medium dragon, neutral evil Hit Points 60 (8d8 + 24)
Speed 30 ft., fly 60 ft.
Armor Class 15 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 12 (+1)
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 12 (+1) Skills Perception +4, Stealth +4
Damage Immunities necrotic
Senses blindsight 10 ft., darkvision 60 ft., passive
Skills Perception +4, Stealth +4 Perception 14
Damage Immunities necrotic Languages Draconic
Senses darkvision 60 ft., passive Perception 14 Challenge 4 (1,100 XP)
Languages Draconic
Challenge 2 (450 XP)
Life Drain. The young blight dragon drains life force
from living creatures within 10 feet of it at the start
Leech Life. Blight dragons leech life force from of its turn. Any living creature in this range takes
living creatures within 10 feet of them at the start 2d6 necrotic damage, and the dragon regains hit
of their turn. Any living creature in this range takes points equal to the total damage dealt.
2d4 necrotic damage while the dragon heals
themselves for an amount equal to half the total hit Aura of Fear. Any creature that starts its turn within
points drained. 10 feet of the young blight dragon must succeed
on a DC 11 Wisdom saving throw or be frightened
Aura of Fear. Any creature that starts its turn within for 1 minute. A creature can repeat the saving
10 feet of the blight dragon wyrmling must throw at the end of each of its turns, ending the
succeed on a DC 11 Wisdom saving throw or be effect on itself on a success.
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.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Actions one target. Hit: 10 (1d10 + 3) piercing damage
plus 3 (1d6) necrotic damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d10 + 2) piercing damage. Necrotic Breath (Recharge 5-6). The young blight
dragon exhales necrotic energy in a 15-foot cone.
Necrotic Breath (Recharge 5-6). The young blight Each creature in that area must make a DC 12
dragon exhales necrotic energy in a 15-foot cone. Dexterity saving throw, taking 11 (3d6) necrotic
Each creature in that area must make a DC 12 damage plus 11 (3d6) fire damage on a failed save,
Dexterity saving throw, taking 6 (2d4) necrotic or half as much damage on a successful one.
damage plus 6 (2d4) fire damage on a failed save,
or half as much damage on a successful one. Dust Storm. When angered, the swirling dust
around the young blight dragon forms a small dust
Dust Storm. When angered, the swirling dust storm in a 10-foot radius centered on the dragon.
around the blight dragon wyrmling forms a small The area becomes lightly obscured, and creatures
dust storm in a 10-foot radius centered on the within the dust storm have disadvantage on
dragon. The area becomes lightly obscured, and Wisdom (Perception) checks.
creatures within the dust storm have disadvantage
on Perception checks.

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103
Adult Blight Dragon Legendary Resistance (3/Day). If the adult blight dragon
fails a saving throw, it can choose to succeed instead.
Huge dragon, neutral evil

Armor Class 18 (natural armor) Actions


Hit Points 150 (12d12 + 72) Multiattack. The adult blight dragon can use its Frightful
Speed 40 ft., fly 80 ft. Presence. It then makes three attacks: one with its bite
and two with its claws.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
22 (+6) 14 (+2) 22 (+6) 10 (+0) 11 (+0) 12 (+1) one target. Hit: 16 (2d10 + 5) piercing damage plus 6
(1d12) necrotic damage.
Skills Perception +7, Stealth +6 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Damage Immunities necrotic target. Hit: 12 (2d6 + 5) slashing damage.
Senses blindsight 30 ft., darkvision 120 ft., passive Tail Swipe. Melee Weapon Attack: +10 to hit, reach 15
Perception 17 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Languages Draconic The target must succeed on a DC 16 Strength saving
Challenge 8 (3,900 XP) throw or be knocked prone.
Life Drain. The adult blight dragon drains life force from Necrotic Breath (Recharge 5-6). The adult blight dragon
living creatures within 20 feet of it at the start of its exhales necrotic energy in a 30-foot cone. Each
turn. Any living creature in this range takes 4d6 creature in that area must make a DC 15 Dexterity
necrotic damage, and the dragon regains hit points saving throw, taking 33 (6d10) necrotic damage plus
equal to the total damage dealt. 33 (6d10) fire damage on a failed save, or half as much
damage on a successful one.
Aura of Fear. Any creature that starts its turn within 20 Dust Storm. When angered, the swirling dust around
feet of the adult blight dragon must succeed on a DC the adult blight dragon forms a dense dust storm in a
14 Wisdom saving throw or be frightened for 1 20-foot radius centered on the dragon. The area
minute. A creature can repeat the saving throw at the becomes heavily obscured, and creatures within the
end of each of its turns, ending the effect on itself on a dust storm have disadvantage on Wisdom (Perception)
success. checks. Additionally, any creature that starts its turn
within the dust storm takes 10 (2d6 + 3) bludgeoning
damage.

Blight Dragons Chaos Dragons


Blight dragons are wicked and destructive planar dragons Chaos dragons are powerful and unpredictable planar
that hail from the Shadowfell. They closely resemble brown dragons known for their affinity with chaos itself. While they
dragons, but their scales have a rusty red coloration, and a possess the typical draconic build, with muscular limbs,
perpetual swirl of dust surrounds them. These malevolent powerful wings, and a mouth full of sharp teeth, their scale
creatures harbor a deep hatred for life and light. Blight patterns and markings exhibit wild variation, and it is
dragons possess the ability to leech life force from their believed that these markings change over time. Chaos
surroundings, healing themselves while draining others. dragons are creatures of chaos, seeking to undermine and
When angered, the swirling dust around them transforms destabilize society and civilization. Some lean towards
into a small but potent dust storm. In combat, blight dragons promoting positive change, while others revel in spreading
take to the air, utilizing their breath weapon—a cone of violence and destruction. These planar dragons possess a
necrotizing fire—to rain destruction upon their foes. They fear-inducing aura and two breath weapons—one that
create desolate wastelands around their lairs, turning the releases confusion-causing gas in a cone and another that
land into a barren and lifeless expanse that both suits their projects a line of variable energy, the nature of which even the
destructive nature and provides a clear view of potential chaos dragon cannot predict. In addition to their inherent
intruders. The presence of a blight dragon withers plants and abilities, chaos dragons lack innate spellcasting but possess a
reduces creatures to mere bleached bones, spreading death set of spell-like and natural abilities. They often open combat
and devastation wherever they roam. with their breath weapon, causing confusion among their
enemies, and then engage in melee combat. Their spell-like
abilities are reserved for particularly troublesome opponents.
Chaos dragons make their homes in Limbo but can also be
found in various other planes, often living alone or in small
groups or families. They are known to speak Draconic, with
some tending towards Celestial or Abyssal based on their
alignment and inclinations.

MONSTERS | PLANAR DRAGONS


104
Ancient Blight Dragon Bite. Melee Weapon Attack: +15 to hit, reach 15 ft.,
one target. Hit: 24 (3d10 + 8) piercing damage plus
Gargantuan dragon, neutral evil
10 (2d10) necrotic damage.
Armor Class 22 (natural armor) Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,
Hit Points 400 (20d20 + 200) one target. Hit: 20 (2d12 + 8) slashing damage.
Speed 40 ft., fly 80 ft.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
target. Hit: 26 (3d12 + 8) bludgeoning damage. The
STR DEX CON INT WIS CHA target must succeed on a DC 22 Strength saving throw
or be knocked prone.
26 (+8) 14 (+2) 26 (+8) 10 (+0) 11 (+0) 16 (+3)
Necrotic Breath (Recharge 5-6). The ancient blight
Skills Perception +12, Stealth +10 dragon exhales necrotic energy in a 60-foot cone. Each
Damage Immunities necrotic creature in that area must make a DC 23 Dexterity
Senses blindsight 60 ft., darkvision 120 ft., passive saving throw, taking 77 (14d10) necrotic damage plus
Perception 22 77 (14d10) fire damage on a failed save, or half as
Languages Draconic much damage on a successful one.
Challenge 20 (25,000 XP) Dust Storm. When angered, the swirling dust around
the ancient blight dragon forms a dense dust storm in
Life Drain. The ancient blight dragon drains life force a 40-foot radius centered on the dragon. The area
from living creatures within 30 feet of it at the start of becomes heavily obscured, and creatures within the
its turn. Any living creature in this range takes 6d8 dust storm have disadvantage on Wisdom (Perception)
necrotic damage, and the dragon regains hit points checks. Additionally, any creature that starts its turn
equal to the total damage dealt. within the dust storm takes 20 (4d6 + 6) bludgeoning
damage.
Aura of Fear. Any creature that starts its turn within 30
feet of the ancient blight dragon must succeed on a Blighted Presence (3/Day). The ancient blight dragon
DC 18 Wisdom saving throw or be frightened for 1 can emit an aura of intense blight in a 60-foot radius
minute. A creature can repeat the saving throw at the centered on itself. The area becomes difficult terrain,
end of each of its turns, ending the effect on itself on a and plants within the aura wither and die. Creatures
success. that start their turn in the aura must make a DC 20
Constitution saving throw or take 20 (4d10) necrotic
Legendary Resistance (5/Day). If the ancient blight damage. Undead creatures are immune to this effect.
dragon fails a saving throw, it can choose to succeed
instead. Legendary Actions
Deathly Presence. Whenever the ancient blight dragon The ancient blight dragon can take 3 legendary actions,
makes a melee attack, the target must make a DC 20 choosing from the options below. It can only use one
Constitution saving throw or be affected by a Deathly legendary action at a time and only at the end of
Blight for 1 minute. While affected, the target takes an another creature's turn. The ancient blight dragon
additional 20 (4d10) necrotic damage at the start of regains spent legendary actions at the start of its turn.
each of its turns. The target can repeat the saving
throw at the end of each of its turns, ending the effect Tail Attack. The ancient blight dragon makes a tail
on itself on a success. attack.
Blighted Breath (Costs 2 Actions). The ancient blight
Actions dragon uses its Necrotic Breath.
Multiattack. The ancient blight dragon can use its Withering Gaze (Costs 3 Actions). The ancient blight
Frightful Presence. It then makes three attacks: one dragon targets one creature it can see within 60 feet of
with its bite, one with its claws, and one with its tail. it. The target must succeed on a DC 20 Constitution
saving throw or take 7 (2d6) necrotic damage and have
disadvantage on its next attack roll or saving throw
before the end of its next turn.

MONSTERS | PLANAR DRAGONS


105
Chaos Dragon Wyrmling Breathe Weapons (Recharge 5-6). The chaos dragon
wyrmling uses one of the following breath weapons:
Small dragon, chaotic alignment
Confusion Breath. The chaos dragon wyrmling
Armor Class 15 exhales a cone of confusing gas. Each creature in a
Hit Points 45 (6d8 + 18) 15-foot cone must make a DC 12 Wisdom saving
Speed 30 ft., fly 60 ft. throw. On a failed save, the creature is affected by
the confusion spell for 1 minute. The creature can
repeat the saving throw at the end of each of its
STR DEX CON INT WIS CHA turns, ending the effect on itself on a success.
16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0) Variable Breath. The chaos dragon wyrmling exhales a
line of energy that is randomly determined. Each
Skills Perception +4 creature in a 30-foot line must make a DC 12
Damage Resistances acid, cold, electricity, fire, sonic Dexterity saving throw, taking 18 (4d8) damage of
Senses blindsight 30 ft., darkvision 60 ft., passive the determined energy type on a failed save, or half
Perception 14 as much damage on a successful one. Roll 1d4 to
Languages Draconic determine the energy type: 1 - acid, 2 - cold, 3 -
Challenge 3 (700 XP) electricity, 4 - fire.

Fear Aura. Any creature that starts its turn within 10 Actions
feet of the chaos dragon wyrmling must succeed on a Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
DC 12 Wisdom saving throw or become frightened for target. Hit: 8 (1d10 + 3) piercing damage.
1 minute. The creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
on a success. target. Hit: 6 (1d6 + 3) slashing damage.
Tail Slap. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Young Chaos Dragon Variable Breath. The young chaos dragon exhales a
line of energy that is randomly determined. Each
Medium dragon, chaotic alignment
creature in a 60-foot line must make a DC 13
Armor Class 17 Dexterity saving throw, taking 31 (7d8) damage of
Hit Points 127 (15d8 + 60) the determined energy type on a failed save, or half
Speed 40 ft., fly 80 ft. as much damage on a successful one. Roll 1d4 to
determine the energy type: 1 - acid, 2 - cold, 3 -
electricity, 4 - fire.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 12 (+1)
Actions
Multiattack. The young chaos dragon can use its
Skills Perception +5 Frightful Presence. It then makes three attacks: one
Damage Resistances acid, cold, electricity, fire, sonic with its bite and two with its claws.
Senses blindsight 60 ft., darkvision 120 ft., passive
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Perception 15 target. Hit: 15 (2d10 + 4) piercing damage.
Languages Draconic, Abyssal
Challenge 6 (2,300 XP) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Fear Aura. Any creature that starts its turn within 15 Frightful Presence. Each creature of the young chaos
feet of the young chaos dragon must succeed on a DC dragon's choice that is within 120 feet of the dragon
13 Wisdom saving throw or become frightened for 1 and aware of it must succeed on a DC 13 Wisdom
minute. The creature can repeat the saving throw at the saving throw or become frightened for 1 minute. A
end of each of its turns, ending the effect on itself on a creature can repeat the saving throw at the end of each
success. of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends
Breathe Weapons (Recharge 5-6). The young chaos for it, the creature is immune to the young chaos
dragon uses one of the following breath weapons:
dragon's Frightful Presence for the next 24 hours.
Confusion Breath. The young chaos dragon exhales a
cone of confusing gas. Each creature in a 30-foot
cone must make a DC 13 Wisdom saving throw. On
a failed save, the creature is affected by the
confusion spell for 1 minute. The creature can repeat
MONSTERS | PLANAR
the saving throw DRAGONS
at the end of each of its turns,
106 ending the effect on itself on a success.
Adult Chaos Dragon Spellcasting. The adult chaos dragon is a 9th-level
spellcaster. Its spellcasting ability is Charisma (spell
Huge dragon, chaotic alignment
save DC 16, +8 to hit with spell attacks). The adult
Armor Class 19 (natural armor) chaos dragon has the following spells prepared:
Hit Points 225 (18d12 + 108)
Cantrips (at will): prestidigitation, shocking grasp, true
Speed 40 ft., fly 80 ft.
strike
1st level (4 slots): chaos bolt, shield
STR DEX CON INT WIS CHA
2nd level (3 slots): darkness, mirror image
20 (+5) 16 (+3) 22 (+6) 14 (+2) 14 (+2) 16 (+3)
3rd level (3 slots): blink, counterspell
Saving Throws Dex +8, Con +11, Wis +7, Cha +8 4th level (3 slots): confusion, dimension door
Damage Resistances acid, cold, electricity, fire, sonic 5th level (2 slots): dominate person, hold monster
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 17 Actions
Languages Draconic, Abyssal, Celestial
Challenge 13 (10,000 XP) Multiattack. The adult chaos dragon can use its Frightful
Presence. It then makes three attacks: one with its bite
Fear Aura. Any creature that starts its turn within 15 and two with its claws.
feet of the adult chaos dragon must succeed on a DC Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
16 Wisdom saving throw or become frightened for 1 one target. Hit: 17 (2d10 + 6) piercing damage.
minute. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
success. target. Hit: 13 (2d6 + 6) slashing damage.
Frightful Presence. Each creature of the adult chaos
Breathe Weapons (Recharge 5-6). The adult chaos
dragon's choice that is within 120 feet of the dragon
dragon uses one of the following breath weapons:
and aware of it must succeed on a DC 16 Wisdom
Confusion Breath. The adult chaos dragon exhales a saving throw or become frightened for 1 minute. A
cone of confusing gas. Each creature in a 30-foot creature can repeat the saving throw at the end of each
cone must make a DC 16 Wisdom saving throw. On of its turns, ending the effect on itself on a success. If a
a failed save, the creature is affected by the creature's saving throw is successful or the effect ends
confusion spell for 1 minute. The creature can repeat for it, the creature is immune to the adult chaos
the saving throw at the end of each of its turns, dragon's Frightful Presence for the next 24 hours.
ending the effect on itself on a success.
Variable Breath. The adult chaos dragon exhales a line
of energy that is randomly determined. Each creature
in a 60-foot line must make a DC 16 Dexterity
saving throw, taking 45 (10d8) damage of the
determined energy type on a failed save, or half as
much damage on a successful one. Roll 1d4 to
determine the energy type: 1 - acid, 2 - cold, 3 -
electricity, 4 - fire.

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107
Adult Chaos Dragon Detect. The adult chaos dragon makes a Wisdom
(Perception) check.
(Continued) Tail Attack. The adult chaos dragon makes a tail
attack.
Actions (Continued) Wing Attack (Costs 2 Actions). The adult chaos
Random Effect (1/Day). The adult chaos dragon rolls a dragon beats its wings. Each creature within 10 feet
d10 to determine the random effect it can use: of the dragon must succeed on a DC 18 Dexterity
saving throw or take 14 (2d6 + 7) bludgeoning
1. Chaos Warp. The adult chaos dragon and any creatures damage and be knocked prone. The adult chaos
within 30 feet of it are teleported to random locations dragon can then fly up to half its flying speed.
within 1 mile.
2. Reality Distortion. All creatures within 30 feet of the adult Lair Actions
chaos dragon must succeed on a DC 16 Wisdom saving On initiative count 20 (losing initiative ties), the adult
throw or be affected by the confusion spell for 1 minute. chaos dragon takes a lair action to cause one of the
The creatures can repeat the saving throw at the end of following magical effects. The adult chaos dragon can't
each of their turns, ending the effect on themselves on a use the same effect two rounds in a row:
success.
3. Energy Surge. The adult chaos dragon gains resistance to Reality Shift. The layout of the lair changes instantly.
all damage types and its breath weapon damage increases Walls and rooms may shift, rearranging entrances
by 50% for 1 minute. and exits. Any creatures in the lair must succeed on a
4. Chaos Shield. The adult chaos dragon gains a +4 bonus to DC 16 Dexterity saving throw or be teleported to a
AC and has advantage on saving throws for 1 minute.
random location within the lair.
Chaotic Energies. A wave of chaotic energy sweeps
5. Reality Shift. The adult chaos dragon and any creatures
through the lair. Each creature in the lair must
within 30 feet of it must succeed on a DC 16 Dexterity
succeed on a DC 16 Constitution saving throw or
saving throw or be teleported to random locations within
take 28 (8d6) force damage and be pushed 10 feet
30 feet of their current positions. away from the dragon on a failed save, or half as
6. Crippling Aura. Any creature that starts its turn within 30 much damage on a successful one.
feet of the adult chaos dragon must succeed on a DC 16 Maddening Whispers. Maddening whispers fill the
Constitution saving throw or have its movement speed minds of creatures in the lair. Each creature within
reduced by half until the start of its next turn. 120 feet of the adult chaos dragon must succeed on
7. Temporal Distortion. The adult chaos dragon gains a DC 16 Wisdom saving throw or be affected by the
advantage on initiative rolls and creatures have confusion spell for 1 minute. The creatures can
disadvantage on attacks against it for 1 minute. repeat the saving throw at the end of each of their
8. Reality Shift. The adult chaos dragon and any creatures turns, ending the effect on themselves on a success.
within 30 feet of it must succeed on a DC 16 Dexterity
saving throw or be teleported to random locations within Regional Effects
30 feet of their current positions. The region containing the adult chaos dragon's lair is
9. Chaos Surge. The adult chaos dragon gains a +4 bonus to warped by chaotic magic, which creates one or more of
attack rolls and damage rolls for 1 minute. the following effects:
10. Chaos Beam. The adult chaos dragon fires a chaotic energy
beam in a 60-foot line. Each creature in that line must Reality Flux. The environment around the lair is ever-
make a DC 16 Dexterity saving throw, taking 56 (16d6) changing. Landmarks may shift positions, and the
force damage on a failed save, or half as much damage on terrain may transform randomly.
a successful one.
Chaos Nexus. Creatures in the area near the lair are
susceptible to surges of chaotic energy. Spells and
Legendary Actions magical effects have unpredictable results,
determined by the DM.
The adult chaos dragon can take 3 legendary actions, Twisted Passage. Paths leading to the lair are subject
choosing from the options below. Only one legendary to twisting and changing. Maps become unreliable,
action option can be used at a time and only at the end and those who navigate the area often find
of another creature's turn. The adult chaos dragon themselves disoriented and lost.
regains spent legendary actions at the start of its turn.
These effects can be suppressed by a dispel magic
spell or similar magic, but they return 1d10 days later.

MONSTERS | PLANAR DRAGONS


108
Ancient Chaos Dragon Actions
Gargantuan dragon, chaotic evil Multiattack. The ancient chaos dragon can use its
Frightful Presence. It then makes three attacks: one
Armor Class 23 (natural armor)
with its bite and two with its claws.
Hit Points 615 (30d20 + 300)
Speed 40 ft., fly 80 ft., swim 40 ft. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft.,
one target. Hit: 19 (2d10 + 8) piercing damage plus 9
(2d8) acid damage.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,
27 (+8) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 24 (+7) one target. Hit: 15 (2d6 + 8) slashing damage.

Saving Throws Dex +6, Con +16, Wis +9, Cha +14 Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
Skills Perception +16, Stealth +6 target. Hit: 17 (2d8 + 8) bludgeoning damage.
Damage Immunities acid, lightning Frightful Presence. Each creature of the ancient chaos
Condition Immunities charmed, frightened dragon's choice that is within 120 feet of the dragon
Senses blindsight 60 ft., darkvision 120 ft., passive and aware of it must succeed on a DC 22 Wisdom
Perception 26 saving throw or become frightened for 1 minute. A
Languages Draconic, Abyssal creature can repeat the saving throw at the end of each
Challenge 24 (62,000 XP) of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends
Legendary Resistance (3/Day). If the ancient chaos for it, the creature is immune to the ancient chaos
dragon fails a saving throw, it can choose to succeed dragon's Frightful Presence for the next 24 hours.
instead. Breath Weapons (Recharge 5-6). The ancient chaos
Innate Spellcasting. The ancient chaos dragon's innate dragon uses one of the following breath weapons:
spellcasting ability is Charisma (spell save DC 22). It Chaos Breath. The ancient chaos dragon exhales
can innately cast the following spells, requiring no chaotic energy in a 90-foot cone. Each creature in
material components: that area must make a DC 24 Dexterity saving throw,
At will: detect magic, dispel magic, plane shift taking 66 (12d10) force damage on a failed save, or
half as much damage on a successful one.
3/day each: dominate person, feeblemind, wish
Disorienting Breath. The ancient chaos dragon
Chaos Aura. Any creature that starts its turn within 30
exhales a disorienting gas in a 90-foot cone. Each
feet of the ancient chaos dragon must succeed on a
creature in that area must make a DC 24
DC 24 Wisdom saving throw or be affected by the
Constitution saving throw. On a failed save, the
confusion spell for 1 minute. The creature can repeat
creature is stunned for 1 minute. The creature can
the saving throw at the end of each of its turns, ending repeat the saving throw at the end of each of its
the effect on itself on a success.
turns, ending the effect on itself on a success.

MONSTERS | PLANAR DRAGONS


109
Ancient Chaos Dragon Wing Attack (Costs 2 Actions). The ancient chaos
dragon beats its wings. Each creature within 15 feet
(Continued) of the dragon must succeed on a DC 24 Dexterity
saving throw or take 15 (2d6 + 8) bludgeoning
Actions (Continued) damage and be knocked prone. The ancient chaos
Random Effect (1/Day). The adult chaos dragon rolls a dragon can then fly up to half its flying speed.
d10 to determine the random effect it can use:
1. Chaos Warp. The adult chaos dragon and any creatures Lair Actions
within 30 feet of it are teleported to random locations On initiative count 20 (losing initiative ties), the
within 1 mile. ancient chaos dragon takes a lair action to cause one of
2. Reality Distortion. All creatures within 30 feet of the adult the following magical effects. The ancient chaos
chaos dragon must succeed on a DC 18 Wisdom saving dragon can't use the same effect two rounds in a row:
throw or be affected by the confusion spell for 1 minute.
The creatures can repeat the saving throw at the end of Reality Sunder. The ancient chaos dragon tears open a
each of their turns, ending the effect on themselves on a rift in reality. A 30-foot-radius sphere centered on a
success.
point the dragon can see within 120 feet of it
3. Energy Surge. The adult chaos dragon gains resistance to
becomes an extradimensional space. The
extradimensional space lasts until the dragon uses
all damage types and its breath weapon damage doubles
this lair action again or until the ancient chaos
for 1 minute.
dragon dies.
4. Chaos Shield. The adult chaos dragon gains a +6 bonus to
AC and has advantage on saving throws for 1 minute. 5-6. Chaotic Surge. The ancient chaos dragon releases a
Reality Shift. The adult chaos dragon and any creatures surge of chaotic energy. Each creature within 60 feet
within 30 feet of it must succeed on a DC 18 Dexterity of the dragon must succeed on a DC 24 Dexterity
saving throw or be teleported to random locations within saving throw or take 28 (8d6) force damage and be
30 feet of their current positions. pushed 10 feet away from the dragon on a failed
5. Crippling Aura. Any creature that starts its turn within 30 save, or half as much damage on a successful one.
feet of the adult chaos dragon must succeed on a DC 18
Maddening Presence. The ancient chaos dragon uses
Constitution saving throw or have its movement speed
its Chaos Aura. Creatures that fail the saving throw
reduced by half until the start of its next turn.
against the aura become affected by the confusion
6. Temporal Distortion. The adult chaos dragon gains spell for 1 minute. The creatures can repeat the
advantage on initiative rolls and creatures within 30 feet saving throw at the end of each of their turns, ending
have disadvantage on attacks against it for 1 minute. the effect on themselves on a success.
7. Chaos Surge. The adult chaos dragon gains a +6 bonus to
all attack rolls and damage rolls for 1 minute.
8. Chaos Beam. The adult chaos dragon fires a chaotic energy Regional Effects
beam in a 60-foot line. Each creature in that line must The region containing the ancient chaos dragon's lair is
make a DC 16 Dexterity saving throw, taking 84 (16d8) warped by powerful chaotic magic, which creates one
force damage on a failed save, or half as much damage on or more of the following effects:
a successful one.
Reality Fracture. Reality within a 1-mile radius of the
Legendary Actions lair becomes highly unstable. Buildings and terrain
morph and change unpredictably, and teleportation
The ancient chaos dragon can take 3 legendary actions, magic is unreliable.
choosing from the options below. Only one legendary
action option can be used at a time and only at the end Chaos Storms. Violent storms surge through the area
of another creature's turn. The ancient chaos dragon surrounding the lair. Lightning crackles with chaotic
regains spent legendary actions at the start of its turn. energy, and unpredictable weather phenomena
occur, such as rainbows made of fire or hailstones
Detect. The ancient chaos dragon makes a Wisdom that explode into bursts of acid.
(Perception) check.
Distorted Time. Time in the region near the lair
Tail Attack. The ancient chaos dragon makes a tail becomes distorted. Time flows erratically, causing
attack. days to pass in the blink of an eye or stretching
moments into hours.

These effects can be suppressed by a wish spell or


similar magic, but they return 1d10 days later.

MONSTERS | PLANAR DRAGONS


110
Ethereal Dragon Young Ethereal
Wyrmling Dragon
Medium dragon, neutral
Tiny dragon, neutral
Armor Class 18
Armor Class 16 Hit Points 136 (16d8 + 64)
Hit Points 32 (5d4 + 10) Speed 40 ft., fly 80 ft.
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 16 (+3) 14 (+2) 12 (+1)
6 (-2) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 10 (+0)
Saving Throws Dexterity +8, Constitution +7,
Skills Perception +3, Stealth +6 Wisdom +6, Charisma +5
Senses darkvision 60 ft., passive Perception 13 Skills Perception +10, Stealth +11
Languages Draconic Damage Immunities force
Challenge 3 (700 XP) Senses darkvision 120 ft., passive Perception 20
Languages Draconic
Ethereal Jaunt. The ethereal dragon wyrmling can Challenge 9 (5,000 XP)
use its action to magically enter the Ethereal Plane
from the Material Plane, or vice versa. It can remain Ethereal Jaunt. The young ethereal dragon can use
on the Ethereal Plane for up to 1 minute (or until it its action to magically enter the Ethereal Plane from
uses an action to return to the Material Plane). The the Material Plane, or vice versa. It can remain on
dragon ignores objects and creatures on the the Ethereal Plane for up to 1 minute (or until it
Ethereal Plane, and they ignore it. uses an action to return to the Material Plane). The
dragon ignores objects and creatures on the
Ethereal Claws. The ethereal dragon's natural
Ethereal Plane, and they ignore it.
weapons are considered magical for the purpose of
overcoming resistance and immunity to Ethereal Claws. The young ethereal dragon's natural
nonmagical attacks. weapons are considered magical for the purpose of
overcoming resistance and immunity to
Actions nonmagical attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Ethereal Breath (Recharge 5-6). The young ethereal
one target. Hit: 7 (1d10 + 2) piercing damage. dragon exhales a cone of force in a 30-foot cone.
Each creature in that area must make a DC 15
Breath Weapon (Recharge 5-6). The ethereal dragon Dexterity saving throw, taking 36 (8d8) force
exhales a cone of force in a 15-foot cone. Each
damage on a failed save, or half as much damage on
creature in that area must make a DC 12 Dexterity a successful one.
saving throw, taking 14 (4d6) force damage on a
failed save, or half as much damage on a successful Dimensional Anchor (Recharge 5-6). The young
one. ethereal dragon casts dimensional anchor on a
creature it can see within 120 feet of it. The target
Dimensional Anchor (Recharge 5-6). The ethereal
must succeed on a DC 15 Charisma saving throw
dragon casts dimensional anchor on a creature it
or become anchored to its current plane of
can see within 60 feet of it. The target must existence for 1 minute. While anchored, the
succeed on a DC 12 Charisma saving throw or
creature can't enter the Ethereal Plane, and any
become anchored to its current plane of existence etherealness effects on it end. The creature can
for 1 minute. While anchored, the creature can't
repeat the saving throw at the end of each of its
enter the Ethereal Plane, and any etherealness turns, ending the effect on a success.
effects on it end. The creature can repeat the saving
throw at the end of each of its turns, ending the
effect on a success.
Actions
Multiattack. The young ethereal dragon makes three
attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 4) slashing damage.

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111
Adult Ethereal Dragon Dimensional Anchor (Recharge 5-6). The adult ethereal
dragon casts dimensional anchor on a creature it can
Large dragon, neutral
see within 120 feet of it. The target must succeed on a
Armor Class 19 (natural armor) DC 18 Charisma saving throw or become anchored to
Hit Points 207 (18d10 + 108) its current plane of existence for 1 minute. While
Speed 50 ft., fly 100 ft. anchored, the creature can't enter the Ethereal Plane,
and any etherealness effects on it end. The creature can
repeat the saving throw at the end of each of its turns,
STR DEX CON INT WIS CHA ending the effect on a success.
20 (+5) 22 (+6) 20 (+5) 18 (+4) 16 (+3) 14 (+2)
Actions
Saving Throws Dexterity +11, Constitution +10, Multiattack. The adult ethereal dragon makes three
Wisdom +8, Charisma +7 attacks: one with its bite and two with its claws.
Skills Perception +14, Stealth +11 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Damage Immunities force one target. Hit: 18 (2d10 + 7) piercing damage.
Senses darkvision 120 ft., passive Perception 24
Languages Draconic Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Challenge 14 (11,500 XP) one target. Hit: 14 (2d6 + 7) slashing damage.

Ethereal Jaunt. The adult ethereal dragon can use its Legendary Actions
action to magically enter the Ethereal Plane from the The adult ethereal dragon can take 3 legendary actions,
Material Plane, or vice versa. It can remain on the choosing from the options below. Only one legendary
Ethereal Plane for up to 1 minute (or until it uses an action option can be used at a time, and only at the end
action to return to the Material Plane). The dragon of another creature's turn. The dragon regains spent
ignores objects and creatures on the Ethereal Plane, legendary actions at the start of its turn.
and they ignore it.
Detect. The dragon makes a Wisdom (Perception)
Ethereal Claws. The adult ethereal dragon's natural check.
weapons are considered magical for the purpose of Tail Attack. The dragon makes a tail attack.
overcoming resistance and immunity to nonmagical Dimensional Shift (Costs 2 Actions). The dragon
attacks. magically shifts from the Material Plane to the
Ethereal Breath (Recharge 5-6). The adult ethereal Ethereal Plane or vice versa.
dragon exhales a cone of force in a 40-foot cone. Each
creature in that area must make a DC 18 Dexterity
saving throw, taking 45 (10d8) force damage on a
failed save, or half as much damage on a successful
one.

MONSTERS | PLANAR DRAGONS


112
Ancient Ethereal Dimensional Anchor (Recharge 5-6). The ancient
ethereal dragon casts dimensional anchor on a creature
Dragon it can see within 120 feet of it. The target must
Huge dragon, neutral succeed on a DC 20 Charisma saving throw or become
anchored to its current plane of existence for 1 minute.
Armor Class 21 (natural armor) While anchored, the creature can't enter the Ethereal
Hit Points 405 (30d12 + 210) Plane, and any etherealness effects on it end. The
Speed 60 ft., fly 120 ft. creature can repeat the saving throw at the end of each
of its turns, ending the effect on a success.

STR DEX CON INT WIS CHA Actions


26 (+8) 26 (+8) 24 (+7) 22 (+6) 20 (+5) 18 (+4) Multiattack. The ancient ethereal dragon can use its
Frightful Presence. It then makes three attacks: one
Saving Throws Dexterity +14, Constitution +13, with its bite and two with its claws.
Wisdom +11, Charisma +10
Skills Perception +19, Stealth +14 Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,
Damage Immunities force one target. Hit: 23 (2d10 + 12) piercing damage.
Senses darkvision 120 ft., passive Perception 29 Claws. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Languages Draconic one target. Hit: 19 (2d6 + 12) slashing damage.
Challenge 21 (33,000 XP)
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
target. Hit: 21 (2d8 + 12) bludgeoning damage.
Ethereal Jaunt. The ancient ethereal dragon can use its
action to magically enter the Ethereal Plane from the Legendary Actions
Material Plane, or vice versa. It can remain on the
Ethereal Plane for up to 1 minute (or until it uses an The ancient ethereal dragon can take 3 legendary
action to return to the Material Plane). The dragon actions, choosing from the options below. Only one
ignores objects and creatures on the Ethereal Plane, legendary action option can be used at a time, and only
and they ignore it. at the end of another creature's turn. The dragon
regains spent legendary actions at the start of its turn.
Ethereal Claws. The ancient ethereal dragon's natural
weapons are considered magical for the purpose of Detect. The dragon makes a Wisdom (Perception)
overcoming resistance and immunity to nonmagical check.
attacks. Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
Ethereal Breath (Recharge 5-6). The ancient ethereal wings. Each creature within 15 feet of the dragon
dragon exhales a cone of force in a 60-foot cone. Each must succeed on a DC 22 Dexterity saving throw or
creature in that area must make a DC 20 Dexterity take 16 (2d6 + 9) bludgeoning damage and be
saving throw, taking 72 (16d8) force damage on a knocked prone. The dragon can then fly up to half its
failed save, or half as much damage on a successful flying speed.
one.

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113
Ethereal Dragons Howling Dragon
Ethereal dragons, also known as moonstone dragons, are
native to the Ethereal plane. These fascinating creatures Wyrmling
possess brownish-gray iridescent scales, and their claws and Medium dragon, chaotic evil
teeth are sharp as needles. Ethereal dragons are incredibly
inquisitive and enjoy observing denizens of the Material Armor Class 16
plane, often spying on them. They are particularly interested Hit Points 52 (8d8 + 16)
in objects that catch their attention and will visit the Material Speed 30 ft., fly 60 ft.
plane to steal them when the opportunity arises. Combat is
not their preferred option, and they tend to flee using their STR DEX CON INT WIS CHA
exceptional ability to hide in the Ethereal plane. However,
when forced to fight, ethereal dragons employ tactics to 16 (+3) 14 (+2) 14 (+2) 4 (-3) 8 (-1) 7 (-2)
frustrate their opponents. They use dimensional anchor to
restrict their foes to one plane, allowing the ethereal dragon Saving Throws Dex +4, Con +4, Wis +1, Cha +0
to escape. Their powerful breath weapon takes the form of a Skills Perception +3, Stealth +4
cone of force, and they can also utilize abilities similar to the Damage Immunities necrotic
blink, ethereal jaunt, and etherealness spells. The age and Condition Immunities frightened
power of an ethereal dragon directly influence its abilities, Senses darkvision 60 ft., passive Perception 13
with the most formidable being able to summon ether Languages Draconic
cyclones, which hurl opponents into random locations within Challenge 5 (1,800 XP)
the Ethereal plane, the Border Ethereal, or even the Astral
Plane. These curious creatures can be found in their natural Actions
habitat in the Ethereal plane and are frequently encountered Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
in the Dragon Eyrie, either alone or with their families as one target. Hit: 8 (1d10 + 3) piercing damage.
they raise their young.
Deafening Sound Breath (Recharge 5-6). The dragon
Howling Dragons exhales a cone of deafening sound. Each creature in
a 30-foot cone must make a DC 14 Constitution
Howling dragons are completely insane creatures native to saving throw, taking 22 (5d8) thunder damage on a
Pandemonium. With long and slender bodies covered in failed save, or half as much damage on a successful
purple scales that darken over time, they possess thin legs one. A creature that fails the saving throw is
and wings. Their heads and shoulders are adorned with frill- deafened until the end of its next turn.
like spines, and their feral eyes are yellow and small-pupilled.
These dragons are carnivorous and will consume any type
of creature they can find, even relishing in devouring their
prey while it is still alive and wriggling. Despite their insanity,
howling dragons exhibit extreme intelligence and engage in
inscrutable schemes.
In combat, howling dragons are ferocious and aggressive.
They utilize two breath weapons: a cone of deafening sound
and a howl that progressively drives their victims insane.
These effects have a reduced range within the loud winds of
Pandemonium. Howling dragons are also capable of
mimicking various spells, such as confusion, gust of wind,
insanity, shatter, and more.
Howling dragons typically build their lairs in isolated caves,
thoroughly exploring their surroundings and raising their
young in families or alone. They can be encountered not only
in Pandemonium but also in locations such as Dragon Eyrie,
Fury's Heart, and the Supreme Throne. When found in the
Prime Material plane, they tend to prefer underground
locations for their lairs.

MONSTERS | PLANAR DRAGONS


114
Young Howling Dragon Adult Howling Dragon
Huge dragon, chaotic evil
Large dragon, chaotic evil
Armor Class 18 (natural armor)
Armor Class 17 Hit Points 207 (18d12 + 90)
Hit Points 127 (15d10 + 45) Speed 40 ft., fly 80 ft.
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
18 (+4) 16 (+3) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
Saving Throws Dex +7, Con +9, Wis +4, Cha +3
Saving Throws Dex +6, Con +6, Wis +2, Cha +1 Skills Perception +8, Stealth +7
Skills Perception +5, Stealth +6 Damage Immunities necrotic
Damage Immunities necrotic Condition Immunities frightened
Condition Immunities frightened Senses darkvision 120 ft., passive Perception 18
Senses darkvision 60 ft., passive Perception 15 Languages Draconic
Languages Draconic Challenge 14 (11,500 XP)
Challenge 8 (3,900 XP)
Actions
Actions
Multiattack. The dragon can use its Frightful
Multiattack. The dragon makes three attacks: one Presence. It then makes three attacks: one with its
with its bite and two with its claws. bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., Bite. Melee Weapon Attack: +10 to hit, reach 15 ft.,
one target. Hit: 13 (2d6 + 4) piercing damage. one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., Claw. Melee Weapon Attack: +10 to hit, reach 10
one target. Hit: 9 (1d8 + 5) slashing damage. ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Deafening Sound Breath (Recharge 5-6). The dragon Frightful Presence. Each creature of the dragon's
exhales a cone of deafening sound. Each creature in choice that is within 120 feet of the dragon and
a 40-foot cone must make a DC 15 Constitution aware of it must succeed on a DC 15 Wisdom
saving throw, taking 31 (7d8) thunder damage on a saving throw or become frightened for 1 minute. A
failed save, or half as much damage on a successful creature can repeat the saving throw at the end of
one. A creature that fails the saving throw is each of its turns, ending the effect on itself on a
deafened until the end of its next turn. success.
Insanity Howl. The dragon emits a piercing howl Deafening Sound Breath (Recharge 5-6). The dragon
that affects all creatures within 90 feet of it. Each exhales a cone of deafening sound. Each creature in
creature in that area must succeed on a DC 15 a 50-foot cone must make a DC 17 Constitution
Wisdom saving throw or be frightened and take 11 saving throw, taking 45 (10d8) thunder damage on
(2d10) psychic damage at the start of its turn. A a failed save, or half as much damage on a
creature can repeat the saving throw at the end of successful one. A creature that fails the saving
each of its turns, ending the effect on itself on a throw is deafened until the end of its next turn.
success.
Insanity Howl. The dragon emits a piercing howl
that affects all creatures within 120 feet of it. Each
creature in that area must succeed on a DC 17
Wisdom saving throw or be frightened and take 16
(3d10) psychic damage at the start of its turn. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.

MONSTERS | PLANAR DRAGONS


115
Ancient Howling Dragon Frightful Presence. Each creature of the dragon's choice
that is within 150 feet of the dragon and aware of it
Gargantuan dragon, chaotic evil
must succeed on a DC 17 Wisdom saving throw or
Armor Class 22 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 385 (22d20 + 154) the saving throw at the end of each of its turns, ending
Speed 40 ft., fly 80 ft. the effect on itself on a success. Deafening Sound
Breath (Recharge 5-6). The dragon exhales a cone of
deafening sound. Each creature in a 60-foot cone must
STR DEX CON INT WIS CHA make a DC 19 Constitution saving throw, taking 63
(14d8) thunder damage on a failed save, or half as
25 (+7) 16 (+3) 24 (+7) 6 (-2) 14 (+2) 12 (+1) much damage on a successful one. A creature that fails
the saving throw is deafened until the end of its next
Saving Throws Dex +9, Con +13, Wis +7, Cha +6 turn.
Skills Perception +14, Stealth +9
Damage Immunities necrotic Insanity Howl. The dragon emits a piercing howl that
Condition Immunities frightened affects all creatures within 150 feet of it. Each creature
Senses darkvision 120 ft., passive Perception 24 in that area must succeed on a DC 19 Wisdom saving
Languages Draconic throw or be frightened and take 22 (4d10) psychic
Challenge 21 (33,000 XP) damage at the start of its turn. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success.
Actions
Multiattack. The dragon can use its Frightful Presence. Lair Actions
It then makes three attacks: one with its bite and two The ancient howling dragon can take lair actions on
with its claws. initiative count 20 (losing initiative ties), using one of
Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., the following options:
one target. Hit: 24 (2d10 + 7) piercing damage. The dragon creates a zone of unsettling sounds and
Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., psychic energy that extends 60 feet from it. The area
one target. Hit: 20 (2d6 + 7) slashing damage. becomes difficult terrain for its enemies until
initiative count 20 on the next round.
The dragon causes the walls and ceiling of the lair to
emit a cacophony of deafening noise. Each creature
within the lair, other than the dragon, must make a
DC 19 Constitution saving throw or be deafened
until initiative count 20 on the next round.
The dragon lets out an earsplitting howl. 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 be 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.

MONSTERS | PLANAR DRAGONS


116
Mirage Dragon Young Mirage Dragon
Large dragon, unaligned
Wyrmling Armor Class 18 (natural armor)
Medium dragon, unaligned Hit Points 110 (13d10 + 39)
Speed 40 ft., fly 80 ft.
Armor Class 16 (natural armor)
Hit Points 38 (7d8 + 7)
Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 16 (+3) 14 (+2) 15 (+2)
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 13 (+1) 14 (+2) 12 (+1) 13 (+1) Skills Perception +6, Stealth +7
Damage Immunities none
Senses darkvision 60 ft., passive Perception 16
Skills Perception +3, Stealth +5 Languages Common, Elvish
Damage Immunities none Challenge 6 (2,300 XP)
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish
Fear Aura. Any creature that starts its turn within 10
Challenge 2 (450 XP)
feet of the mirage dragon must succeed on a DC
14 Wisdom saving throw or become frightened
Fear Aura. Any creature that starts its turn within 5 until the start of its next turn.
feet of the mirage dragon must succeed on a DC
11 Wisdom saving throw or become frightened Illusory Dodge. When the mirage dragon is hit by an
until the start of its next turn. attack, it can use its reaction to impose
disadvantage on the attack roll, causing the attack
Illusory Dodge. When the mirage dragon is hit by an to miss if it hits.
attack, it can use its reaction to impose
disadvantage on the attack roll, causing the attack Actions
to miss if it hits.
Multiattack. The mirage dragon makes two attacks:
Actions one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage. one target. Hit: 11 (2d6 + 4) piercing damage.
Breath Weapon (Recharge 5-6). The mirage dragon Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
exhales an illusory breath in a 15-foot cone. Each one target. Hit: 13 (2d8 + 4) slashing damage.
creature in that area must make a DC 11 Breath Weapon (Recharge 5-6). The mirage dragon
Intelligence saving throw, taking 14 (4d6) psychic exhales an illusory breath in a 30-foot cone. Each
damage on a failed save, or half as much damage on creature in that area must make a DC 14
a successful one. Intelligence saving throw, taking 35 (10d6) psychic
damage on a failed save, or half as much damage on
a successful one.

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117
Adult Mirage Dragon Ancient Mirage Dragon
Gargantuan dragon, unaligned
Huge dragon, unaligned
Armor Class 21 (natural armor)
Armor Class 19 (natural armor) Hit Points 388 (24d20 + 144)
Hit Points 189 (18d12 + 72) Speed 40 ft., fly 120 ft.
Speed 40 ft., fly 100 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 20 (+5) 20 (+5) 18 (+4) 19 (+4)
22 (+6) 20 (+5) 18 (+4) 18 (+4) 16 (+3) 17 (+3)
Skills Perception +13, Stealth +12
Skills Perception +9, Stealth +10 Damage Immunities none
Damage Immunities none Senses darkvision 120 ft., passive Perception 23
Senses darkvision 120 ft., passive Perception 19 Languages Common, Elvish
Languages Common, Elvish Challenge 21 (33,000 XP)
Challenge 14 (11,500 XP)
Fear Aura. Any creature that starts its turn within 20
Fear Aura. Any creature that starts its turn within 15 feet of the mirage dragon must succeed on a DC
feet of the mirage dragon must succeed on a DC 18 Wisdom saving throw or become frightened
16 Wisdom saving throw or become frightened until the start of its next turn.
until the start of its next turn.
Illusory Dodge. When the mirage dragon is hit by an
Illusory Dodge. When the mirage dragon is hit by an attack, it can use its reaction to impose
attack, it can use its reaction to impose disadvantage on the attack roll, causing the attack
disadvantage on the attack roll, causing the attack to miss if it hits.
to miss if it hits.
Legendary Resistance (3/Day). If the mirage dragon
Actions fails a saving throw, it can choose to succeed
instead.
Multiattack. The mirage dragon makes three attacks:
one with its bite and two with its claws. Actions
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., Multiattack. The mirage dragon makes three attacks:
one target. Hit: 17 (2d10 + 6) piercing damage. one with its bite and two with its claws.
Claws. Melee Weapon Attack: +11 to hit, reach 10 Bite. Melee Weapon Attack: +15 to hit, reach 20 ft.,
ft., one target. Hit: 19 (3d8 + 6) slashing damage. one target. Hit: 22 (2d12 + 8) piercing damage.
Breath Weapon (Recharge 5-6). The mirage dragon Claws. Melee Weapon Attack: +15 to hit, reach 15
exhales an illusory breath in a 60-foot cone. Each ft., one target. Hit: 24 (3d10 + 8) slashing damage.
creature in that area must make a DC 16
Intelligence saving throw, taking 45 (10d8) psychic Tail. Melee Weapon Attack: +15 to hit, reach 25 ft.,
damage on a failed save, or half as much damage on one target. Hit: 24 (3d10 + 8) bludgeoning
a successful one. damage.
Breath Weapon (Recharge 5-6). The mirage dragon
exhales an illusory breath in a 90-foot cone. Each
creature in that area must make a DC 18
Intelligence saving throw, taking 66 (12d10)
psychic damage on a failed save, or half as much
damage on a successful one.

MONSTERS | PLANAR DRAGONS


118
A mirage dragon wyrmling

MONSTERS | PLANAR DRAGONS


119
Mirage Dragons Oceanus Dragon
Mirage dragons are reclusive and independent creatures
found in the Feywild. They possess long, slender bodies with Wyrmling
wedge-shaped heads and wings proportionally smaller than Small dragon, neutral good
the rest of their bodies. Their scales are a deep emerald
green, while soft and vibrant feathers grow on the back of Armor Class 16
their heads. Hit Points 52 (8d6 + 24)
These dragons exhibit both cunning and playfully Speed 30 ft., swim 40 ft.
mischievous tendencies. They prefer not to involve
themselves in larger conflicts between light and dark, STR DEX CON INT WIS CHA
considering eladrin kindred spirits. Mirage dragons possess
illusory abilities that make them harder to attack or alter the 14 (+2) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 14 (+2)
terrain around them. They emit a fright-inducing aura and
have an unknown breath weapon that inflicts mental damage Skills Perception +4, Stealth +5
on their enemies. Additionally, they can teleport short Damage Resistances cold
distances and possess sleep-inducing venom. Senses blindsight 10 ft., darkvision 60 ft., passive
Mirage dragons engage in combat using their jaws, claws, Perception 14
and magical abilities, although they generally prefer to avoid Languages Common, Draconic, Aquan
fighting. They use their fear aura and breath weapon to Challenge 3 (700 XP)
weaken opponents and buy time to retreat. However, if forced
or angered, they bite distracted enemies while employing Amphibious. The dragon can breathe air and water.
their illusory abilities against the remaining foes.
Native to the Feywild, mirage dragons dwell in untouched Actions
forests. Some maintain close ties with eladrin and may even Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
serve as companions or steeds for eladrin nobles. one target. Hit: 6 (1d10 + 1) piercing damage.
Speculations suggest they might be descended from
chromatic dragons, particularly green dragons, who settled in Tranquilizing Breath (Recharge 5-6). The dragon
the Feywild. exhales a calming mist in a 15-foot cone. Each
creature in that area must succeed on a DC 12
Wisdom saving throw or be incapacitated for 1
Oceanus Dragons minute. The target can repeat the saving throw at
Oceanus dragons are amphibious planar creatures that dwell the end of each of its turns, ending the effect on
in the Upper planes, particularly along the River Oceanus. itself on a success.
Resembling giant winged eels, they possess relatively short
limbs with webbed fingers. Capable of breathing both water
and air, these dragons can live indefinitely in either
environment, though they tend to prefer underwater
surroundings.
Tirelessly patrolling the River Oceanus, Oceanus dragons
fiercely protect their territory against any evil creatures they
encounter. Their preferred weapon is a tranquilizing breath
weapon, and they have innate abilities similar to spells like
control water, detect evil, holy smite, and water breathing.
When facing formidable adversaries, they also employ
lightning breath weapons and deal devastating physical
damage against evil foes.
Oceanus dragons construct their lairs in underwater caves
or hidden caverns along riverbanks. They can be found alone
or in families, nurturing their young. Clutches of young
Oceanus dragons are commonly discovered. In addition to
the River Oceanus, these dragons can be encountered in
various locations, including the Dragon Eyrie, Arvandor,
Gates of the Moon, Heliopolis, and Warrior's Rest.

MONSTERS | PLANAR DRAGONS


120
Young Oceanus Dragon Amphibious. The dragon can breathe air and water.
Medium dragon, neutral good

Armor Class 17 (natural armor) Actions


Hit Points 123 (13d8 + 65) Multiattack. The dragon makes three attacks: one with
Speed 40 ft., fly 80 ft., swim 40 ft. its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 12 (2d6 + 4) piercing damage.
18 (+4) 18 (+4) 20 (+5) 16 (+3) 16 (+3) 18 (+4) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d4 + 4) slashing damage.
Skills Perception +7, Stealth +7 Tranquilizing Breath (Recharge 5-6). The dragon exhales
Damage Resistances cold a calming mist in a 30-foot cone. Each creature in that
Senses blindsight 30 ft., darkvision 120 ft., passive area must succeed on a DC 14 Wisdom saving throw
Perception 17 or be incapacitated for 1 minute. The target can repeat
Languages Common, Draconic, Aquan the saving throw at the end of each of its turns, ending
Challenge 8 (3,900 XP) the effect on itself on a success.

Adult Oceanus Dragon Lair Actions


Huge dragon, neutral good On initiative count 20 (losing initiative ties), the
dragon takes a lair action to cause one of the following
Armor Class 19 (natural armor)
effects. The dragon can't use the same effect two
Hit Points 225 (18d12 + 108)
rounds in a row:
Speed 40 ft., fly 80 ft., swim 40 ft.
The dragon creates an area of difficult terrain in a
20-foot radius centered on a point within 120 feet
STR DEX CON INT WIS CHA of it. The area remains difficult terrain until initiative
22 (+6) 18 (+4) 22 (+6) 18 (+4) 18 (+4) 20 (+5) count 20 of the next round.
The dragon causes water to surge in a 60-foot cone
Saving Throws Dexterity +9, Constitution +11, Wisdom originating from it. Each creature in that area must
+9, Charisma +10
make a DC 15 Strength saving throw, taking 18
Skills Perception +9, Stealth +9 (4d8) bludgeoning damage and being pushed 15
Damage Resistances cold
feet away from the dragon on a failed save, or half as
Senses blindsight 60 ft., darkvision 120 ft., passive much damage and not being pushed on a successful
Perception 19 one.
Languages Common, Draconic, Aquan
Challenge 14 (11,500 XP)
Regional Effects
Amphibious. The dragon can breathe air and water.
The region within 1 mile of the dragon's lair is affected
by the following magical effects:
Actions
Water within the region becomes crystal clear,
Multiattack. The dragon makes three attacks: one with
allowing perfect visibility underwater.
its bite and two with its claws.
Aquatic creatures within the region gain advantage
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
on saving throws against being charmed or
one target. Hit: 16 (2d10 + 5) piercing damage.
frightened.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage. Spells and effects that create or manipulate water are
enhanced, their range and area of effect increased by
Tranquilizing Breath (Recharge 5-6). The dragon exhales 50%.
a calming mist in a 60-foot cone. Each creature in that
area must succeed on a DC 17 Wisdom saving throw
or be incapacitated for 1 minute. The target can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success.

MONSTERS | PLANAR DRAGONS


121
Ancient Oceanus Dragon The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Gargantuan dragon, neutral good
option can be used at a time and only at the end of
Armor Class 22 (natural armor) another creature's turn. The dragon regains spent
Hit Points 487 (25d20 + 225) legendary actions at the start of its turn.
Speed 40 ft., fly 80 ft., swim 60 ft.
Detect. The dragon makes a Wisdom (Perception)
check.
STR DEX CON INT WIS CHA Tail Attack. The dragon makes a tail attack.
30 (+10) 18 (+4) 29 (+9) 20 (+5) 20 (+5) 24 (+7)
Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 15 feet of the dragon
Saving Throws Dexterity +10, Constitution +15, must succeed on a DC 24 Dexterity saving throw or
Wisdom +12, Charisma +14
take 17 (2d6 + 10) bludgeoning damage and be
Skills Perception +12, Stealth +10 knocked prone. The dragon can then fly up to half its
Damage Resistances cold
flying speed.
Senses blindsight 120 ft., darkvision 120 ft., passive
Perception 22
Languages Common, Draconic, Aquan Lair Actions
Challenge 22 (41,000 XP)
On initiative count 20 (losing initiative ties), the
dragon takes a lair action to cause one of the following
Legendary Resistance (3/Day). If the dragon fails a saving
effects. The dragon can't use the same effect two
throw, it can choose to succeed instead.
rounds in a row:
Amphibious. The dragon can breathe air and water.
The dragon creates an area of difficult terrain in a
40-foot radius centered on a point within 120 feet
Actions of it. The area remains difficult terrain until initiative
Multiattack. The dragon can use its Frightful Presence. count 20 of the next round.
It then makes three attacks: one with its bite and two
with its claws. The dragon causes water to surge in a 60-foot cone
originating from it. Each creature in that area must
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., make a DC 20 Strength saving throw, taking 45
one target. Hit: 21 (2d10 + 10) piercing damage. (10d8) bludgeoning damage and being pushed 20
feet away from the dragon on a failed save, or half as
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,
one target. Hit: 17 (2d6 + 10) slashing damage. much damage and not being pushed on a successful
one.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
target. Hit: 19 (2d8 + 10) bludgeoning damage.
Tranquilizing Breath (Recharge 5-6). The dragon exhales
Regional Effects
a calming mist in a 90-foot cone. Each creature in that The region within 1 mile of the dragon's lair is affected
area must succeed on a DC 21 Wisdom saving throw by the following magical effects:
or be incapacitated for 1 minute. The target can repeat
the saving throw at the end of each of its turns, ending Water within the region becomes crystal clear,
the effect on itself on a success. allowing perfect visibility underwater.
Aquatic creatures within the region gain advantage
Legendary Actions on saving throws against being charmed or
frightened.
Spells and effects that create or manipulate water are
enhanced, their range and area of effect increased by
50%.

MONSTERS | PLANAR DRAGONS


122
An ancient oceanus dragon.

MONSTERS | PLANAR DRAGONS


123
Reef Giant

R
eef giants, native to the tropical reefs and
islands of Zakhara, are imposing figures with
white hair and coppery skin. Standing at an Reef Giant
average height of 16 feet and weighing around Huge giant, neutral good
4,000 pounds, they possess a more robust
physique, a result of their swimming prowess. Armor Class 17 (natural armor)
When on land, they don garments made of hide Hit Points 195 (17d12 + 85)
or braided hair, while underwater, they simply wear a belt to Speed 40 ft., swim 40 ft.
hold their weapons and pouches.
These giants have the remarkable ability to create a STR DEX CON INT WIS CHA
whirlpool with a radius of 10 feet around them, capable of
drawing in nearby creatures. While it is not powerful enough 23 (+6) 10 (+0) 20 (+5) 8 (-1) 12 (+1) 10 (+0)
to affect ships, it can prove fatal to those caught within. Reef
giants exhibit immunity to water- and ice-based magic, Skills Perception +5
enhancing their resilience. Damage Resistances bludgeoning, piercing, and
Reef giants are most comfortable engaging in underwater slashing from nonmagical attacks
combat. Their preferred weapon is a giant trident, although Condition Immunities exhaustion
they will resort to using their powerful fists when necessary. Senses passive Perception 15
Languages Giant, Common
In their efforts to sink ships, they also hurl boulders. Challenge 11 (7,200 XP)
However, when facing individual adversaries, they do not
bother with such tactics. Some reef giants have been known Amphibious. The reef giant can breathe air and
to employ giant bolas, incorporating razor-sharp chunks of water.
coral instead of wooden balls.
Mating for life, reef giants lead mostly solitary existences. Water Magic Immunity. The reef giant is immune to
When reaching puberty, young reef giants venture out to find spells and other magical effects that deal with
their own homes, often settling near reefs or in island hills water or ice.
and gorges. Externally, their homes appear as massive huts,
while inside, they are lavishly furnished. These mansions, Actions
passed down from parents to daughters, hold several Multiattack. The reef giant makes two trident
generations' worth of belongings. Consequently, daughters attacks or two fist attacks.
who inherit such homes become highly sought after by reef
giant suitors. Giant Trident. Melee Weapon Attack: +10 to hit,
Reef giants possess a diverse diet, fishing, foraging, and reach 15 ft., one target. Hit: 23 (3d10 + 6) piercing
scavenging from various sources. Their size allows them to damage.
ensnare entire schools of fish effortlessly. Older giants, Fist. Melee Weapon Attack: +10 to hit, reach 10 ft.,
unable to forage effectively, maintain herds of goats or sheep one target. Hit: 19 (3d8 + 6) bludgeoning damage.
for sustenance. Additionally, their impressive diving skills Boulder Throw. The reef giant hurls a boulder at a
enable them to gather abundant quantities of pearls, corals, ship or a creature within 60 feet of it. Make a
and sponges from the ocean. While these items are often ranged attack against the target. Hit: 32 (4d12 + 6)
traded with surface races, their relentless exploitation of the bludgeoning damage.
ocean's resources has drawn the ire of local merfolk, tritons,
and other underwater races. Whirlpool (1/Day). The reef giant can create a
Found far from human settlements, reef giants rarely whirlpool in the water, centered on itself. Each
interact with them. When they do, they usually remain within creature within 10 feet of the giant must make a
DC 16 Strength saving throw or be pulled 20 feet
marketplaces. Known for their affinity for writing, poetry, and toward the giant and restrained until the start of the
scholarship, reef giants are highly literate, capturing the giant's next turn. A creature that succeeds on the
interest of human scholars due to their profound insights and saving throw is pushed 5 feet away from the giant.
historical perspectives. Some reef giants also worship
Istishia, the Water Lord.

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124
A reef giant.

MONSTERS | REEF GIANT


125
Sand Giant

R
esiding in the deserts of southern Faerûn, sand
giants are large humanoids with an average
height of 12 feet and weighing around 2,000 Sand Giant
pounds. Their skin color ranges from dark Large giant, neutral
brown to beige, while their hair color varies
from black to blond. Sand giants opt for light Armor Class 15 (natural armor)
cloth garments that provide camouflage in the Hit Points 168 (16d10 + 80)
desert, eschewing bulky or metal armor due to its Speed 40 ft., burrow 20 ft.
impracticality in the scorching heat.
Impervious to harm from fire, sand giants possess the STR DEX CON INT WIS CHA
ability to manipulate heat, creating a shimmering effect to
blur their forms during combat. However, they are vulnerable 23 (+6) 10 (+0) 20 (+5) 11 (+0) 12 (+1) 8 (-1)
to extreme cold. These giants also possess innate magic that
allows them to meld into stone and transform creatures into Damage Resistances fire
living statues. Their moderate burrowing ability allows them Damage Vulnerabilities cold
to traverse sand and stone with relative ease. Senses darkvision 60 ft., passive Perception 11
Sand giants prefer to ambush opponents by burrowing into Languages Common, Giant
the sand. They employ a sand blaster, a long tube that utilizes Challenge 10 (5,900 XP)
their powerful lungs to blow a cone of sand, partially
incapacitating their adversaries. In melee combat, they often Fire Manipulation. As a bonus action, it can create a
shimmering effect around itself, causing its form to
wield scimitars. Their champions are tactical masters and become blurred. This grants it advantage on
serve as personal guards for the monarchy. Dexterity (Stealth) checks until the start of its next
Sand giants are known for their ordered societies, valuing turn.
caution, discipline, and honor. Their settlements are carefully
organized, prioritizing defense, often situated in isolated Actions
locations shielded by natural features like mesas. Governed
by a monarch, these settlements house a population ranging Multiattack. The sand giant makes two attacks: one
from 13 to 45 individuals. The monarch's heir is typically the with its sand blaster and one with its scimitar.
first-born child, with the succession beyond that determined
by a complex system of blood relations and birth order. Sand Blaster. Ranged Weapon Attack: +9 to hit,
range 30/60 ft., one target. Hit: 15 (2d8 + 6)
While sand giants traditionally inhabited the vast expanse bludgeoning damage. The target must succeed on a
of southern Faerûn, spanning from the Calim Desert in the DC 15 Strength saving throw or have its movement
west to the Plains of Purple Dust in the east, they were speed reduced by half until the start of the sand
commonly found in Raurin, where their largest settlements giant's next turn.
thrived near the Giant's Belt Mountains. Despite living away
from other communities, sand giants garnered respect from Scimitar. Melee Weapon Attack: +9 to hit, reach 10
their neighbors and welcomed travelers and trade. They ft., one target. Hit: 18 (3d6 + 6) slashing damage.
occasionally dealt with incursions from eldritch giants and Stone Melding. The sand giant can meld into stone
their goblinoid slaves. as an action. While merged, it is incapacitated and
has a blindsight range of 60 feet, but it can't be
targeted or affected by any attack, spell, or other
effect.
Living Statue. Once per day, the sand giant can use
an action to target a creature it can see within 60
feet. The target must succeed on a DC 15
Constitution saving throw or be magically
transformed into a living statue. The transformation
lasts until dispelled or until the sand giant ends it as
a bonus action. While transformed, the target is
petrified and incapacitated, but it retains its hit
points and all of its abilities.

MONSTERS | SAND GIANT


126
A sand giant among desert ruins.

MONSTERS | SAND GIANT


127
Scalamagdrion

S
calamagdrions, also known as Guardians of the
Tome, are powerful draconic creatures revered
for their innate magic-dampening abilities. These Scalamagdrion
dragon-like beings serve as protectors, guarding Large dragon, neutral
arcane tomes and spellbooks with unwavering
vigilance. Armor Class 17 (natural armor)
Measuring around 12 feet in length, Hit Points 123 (13d10 + 52)
scalamagdrions possess silver or gray scales. Their wings, Speed 40 ft., fly 60 ft.
relatively small compared to their size, accompany their
prehensile tails adorned with numerous spiky protrusions. At STR DEX CON INT WIS CHA
a glance, they bear a superficial resemblance to young silver
dragons. 22 (+6) 12 (+1) 18 (+4) 14 (+2) 12 (+1) 14 (+2)
Stalwart defenders, scalamagdrions are entrusted with
safeguarding specific tomes of arcane knowledge and power, Skills Perception +5
displaying fervent aggression in fulfilling their duty. They Damage Resistances cold
possess potent antimagic capabilities, capable of reflecting Languages Draconic, Sign Language
spells directed at them and silencing those nearby, similar to Challenge 7 (2,900 XP)
the effects of the arcane spell.
In combat, scalamagdrions prove to be formidable Antimagic Aura. The scalamagdrion emits an aura of
adversaries, immediately attacking upon detecting potential antimagic in a 10-foot radius, neutralizing any
spells or magical effects while within the aura.
threats to the tome under their protection. They possess Additionally, it has advantage on saving throws
shrewdness, recognizing that their arcane safeguards can against spells and other magical effects.
thwart most spellcasters. As a result, they prioritize engaging
warriors and foes with martial prowess. Silencing Presence. Any creature within 30 feet of
Solitary creatures by nature, scalamagdrions are believed the scalamagdrion must succeed on a DC 14
to inhabit extensive networks of tunnels, caves, or even Constitution saving throw or be unable to speak or
extradimensional realms, with some postulating their produce sound for 1 minute. The creature can
presence beneath the Great Glacier. repeat the saving throw at the end of each of its
Within the spellbook known as the Scalamagdrion, a single turns, ending the effect on itself on a success.
page contains an illustration of this awe-inspiring creature.
Any unauthorized individual who attempts to read the book Actions
opens a portal, summoning a scalamagdrion to appear before Multiattack. The scalamagdrion makes two attacks:
them, protecting the sanctity of the tome. one with its bite and one with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit 17 (2d10 + 6) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit 15 (2d8 + 6) slashing damage.

MONSTERS | SCALAMAGDRION
128
A Scalamagdrion.

MONSTERS | SCALAMAGDRION
129
Song Dragon

S
ong dragons are a species of dragon that typic Depending on their age, song dragons can cast various
dwells among humanity, disguising themselves as spells, such as light, darkness, blink, feather fall, heal, plane
human women. Resembling copper dragons, they shift, teleport, and even cleric spells and spells from the
possess slender bodies adorned with iridescent Healing, Travel, and Trickery domains. Older and more
silver-blue scales, creating a striking and vibrant powerful song dragons, particularly those in the great wyrm
appearance. Some song dragons appear to lack stage of life, can utilize their innate magic to cast spells like
wings, instead utilizing a magical organ in their protection from normal missiles, wall of force, reverse gravity,
brains to soar through the skies. and polymorph any object, bestowing the effects of these
These dragons have a unique ability to assume the form of spells through touch.
an attractive human woman between the ages of 20 and 30, Immune to poisons and electricity, song dragons possess
and occasionally, they take on the guise of females from other incredible mental strength, rendering them resistant to mind-
humanoid races. Interestingly, both male and female song altering spells. They can only be harmed by magical means
dragons can transform into human women, although male or enchanted weapons. Interestingly, these wyrms have
song dragons are incredibly rare. The transformation process minimal need for sleep and can consume vast amounts of
takes about twelve seconds to adopt human form and half food without gaining weight while in their human form.
that time to revert back to their dragon form. During the Song dragons have a distinct personality and often choose
transformation, the song dragon becomes immobile, to live among humans, preferring their company over that of
breaking any bonds or confinements. other dragons. They excel at blending in with human society,
In their human form, song dragons lose their draconic thanks to their human forms, which they reveal only in times
physical traits and breath weapon, but retain their of great danger. Many song dragons enjoy seducing and
knowledge, awareness, and magical abilities. They possess marrying evil men, using their true dragon form to eliminate
the innate ability to speak any language, similar to the villains and amass treasure. Unlike other dragons, they find
tongues spell, and have the gift of true seeing. pleasure in acquiring wealth rather than hoarding it.

Song Dragon Wyrmling 3/day each: darkness, disguise self, suggestion


Medium dragon, chaotic good 1/day each: blink, charm person, dimension door
Armor Class 15 (natural armor) Actions Multiattack. The song dragon makes two
Hit Points 66 (12d8 + 12) attacks: one with its bite and one with its claws.
Speed 40 ft., fly 80 ft. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
15 (+2) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 19 (+4)
Breath Weapon (Recharge 5-6). The song dragon exhales
Skills Perception +4, Stealth +4 a 30-foot cone of lightning. Each creature in that area
must make a DC 12 Dexterity saving throw, taking 22
Damage Immunities lightning
(5d8) lightning damage on a failed save, or half as
Condition Immunities poisoned
much damage on a successful one.
Senses darkvision 60 ft., passive Perception 14
Languages All
Challenge 4 (1,100 XP) Legendary Actions
The song dragon can take 3 legendary actions,
Alternate Form. The song dragon can use its action to choosing from the options below. Only one legendary
magically assume the form of an attractive human action option can be used at a time and only at the end
woman. While in this form, the dragon retains its of another creature's turn. The song dragon regains
statistics, but it cannot use its claws, tail, breath spent legendary actions at the start of its turn.
weapon, etc. The transformation takes 6 seconds and
renders the dragon immobile. Detect. The song dragon makes a Wisdom (Perception)
check.
Innate Spellcasting. The song dragon's innate Tail Attack. The song dragon makes a tail attack.
spellcasting ability is Charisma (spell save DC 14). It
can innately cast the following spells, requiring no Soothing Melody (Costs 2 Actions). The song dragon
material components: sings a soothing melody. Each creature of its choice
within 30 feet of the dragon that can hear it must
At will: light, mage hand, message succeed on a DC 14 Wisdom saving throw or be
charmed until the end of its next turn.

MONSTERS | SONG DRAGON


130
Young Song Dragon 1/day each: blink, charm person, dimension door
Large dragon, chaotic good Actions Multiattack. The song dragon makes three
attacks: one with its bite and two with its claws.
Armor Class 18 (natural armor)
Hit Points 127 (15d10 + 45) Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Speed 40 ft., fly 80 ft. target. Hit: 13 (2d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
STR DEX CON INT WIS CHA
Breath Weapon (Recharge 5-6). The song dragon exhales
19 (+4) 14 (+2) 17 (+3) 18 (+4) 13 (+1) 20 (+5) a 40-foot cone of lightning. Each creature in that area
must make a DC 14 Dexterity saving throw, taking 33
Saving Throws Dexterity +5, Constitution +6, Wisdom (6d10) lightning damage on a failed save, or half as
+4, Charisma +7 much damage on a successful one.
Skills Perception +7, Stealth +5
Soothing Melody (Costs 2 Actions). The song dragon
Damage Immunities lightning
sings a soothing melody. Each creature of its choice
Condition Immunities poisoned
within 30 feet of the dragon that can hear it must
Senses darkvision 60 ft., passive Perception 17
Languages All succeed on a DC 15 Wisdom saving throw or be
charmed until the end of its next turn.
Challenge 10 (5,900 XP)

Alternate Form. The song dragon can use its action to


Legendary Actions
magically assume the form of an attractive human The song dragon can take 3 legendary actions,
woman. While in this form, the dragon retains its choosing from the options below. Only one legendary
statistics, but it cannot use its claws or breath weapon. action option can be used at a time and only at the end
The transformation takes 6 seconds and renders the of another creature's turn. The song dragon regains
dragon immobile. spent legendary actions at the start of its turn.

Innate Spellcasting. The song dragon's innate Detect. The song dragon makes a Wisdom (Perception)
spellcasting ability is Charisma (spell save DC 15). It check.
can innately cast the following spells, requiring no Tail Attack. The song dragon makes a tail attack.
material components:
Soothing Melody (Costs 2 Actions). The song dragon
At will: light, mage hand, message, minor illusion sings a soothing melody. Each creature of its choice
3/day each: darkness, disguise self, suggestion within

MONSTERS | SONG DRAGON


131
Adult Song Dragon Actions Multiattack. The song dragon makes three
attacks: one with its bite and two with its claws.
Huge dragon, chaotic good
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft.,
Armor Class 20 (natural armor) one target. Hit: 17 (2d10 + 6) piercing damage.
Hit Points 225 (18d12 + 108)
Speed 40 ft., fly 80 ft. Claws. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Breath Weapon (Recharge 5-6). The song dragon exhales
STR DEX CON INT WIS CHA a 60-foot cone of lightning. Each creature in that area
23 (+6) 14 (+2) 22 (+6) 20 (+5) 15 (+2) 22 (+6) must make a DC 19 Dexterity saving throw, taking 66
(12d10) lightning damage on a failed save, or half as
Saving Throws Dexterity +7, Constitution +11, Wisdom much damage on a successful one.
+7, Charisma +11 Tail Attack. Melee Weapon Attack: +11 to hit, reach 20
Skills Perception +12, Stealth +7 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Damage Immunities lightning
Legendary Actions The song dragon can take 3
Condition Immunities poisoned
legendary actions, choosing from the options below.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 22 Only one legendary action option can be used at a time
and only at the end of another creature's turn. The song
Languages All
dragon regains spent legendary actions at the start of
Challenge 17 (18,000 XP)
its turn.
Alternate Form. The song dragon can use its action to Detect. The song dragon makes a Wisdom (Perception)
magically assume the form of an attractive human check.
woman. While in this form, the dragon retains its Claw Attack. The song dragon makes one claw attack.
statistics, but it cannot use its claws or breath weapon.
The transformation takes 6 seconds and renders the Wing Attack (Costs 2 Actions). The song dragon beats
dragon immobile. its wings. Each creature within 15 feet of the dragon
must succeed on a DC 19 Dexterity saving throw or
Innate Spellcasting. The song dragon's innate take 13 (2d6 + 6) bludgeoning damage and be
spellcasting ability is Charisma (spell save DC 19). It knocked prone. The song dragon can then fly up to half
can innately cast the following spells, requiring no its flying speed.
material components:
Soothing Melody (Costs 2 Actions). The song dragon
At will: light, mage hand, message, minor illusion sings a soothing melody. Each creature of its choice
within 30 feet of the dragon that can hear it must
3/day each: darkness, disguise self, suggestion
succeed on a DC 19 Wisdom saving throw or be
1/day each: blink, charm person, dimension door charmed until the end of its next turn.
Legendary Resistance (3/Day). If the song dragon fails a
saving throw, it can choose to succeed instead.

MONSTERS | SONG DRAGON


132
Ancient Song Dragon Soothing Melody (Costs 2 Actions). The song dragon
sings a soothing melody. Each creature of its choice
Gargantuan dragon, chaotic good
within 30 feet of the dragon that can hear it must
Armor Class 22 (natural armor) succeed on a DC 21 Wisdom saving throw or be
Hit Points 350 (20d20 + 160) charmed until the end of its next turn.
Speed 40 ft., fly 100 ft.
Legendary Actions
The song dragon can take 3 legendary actions,
STR DEX CON INT WIS CHA choosing from the options below. Only one legendary
26 (+8) 14 (+2) 24 (+7) 22 (+6) 17 (+3) 24 (+7) action option can be used at a time and only at the end
of another creature's turn. The song dragon regains
Saving Throws Dexterity +8, Constitution +13, Wisdom spent legendary actions at the start of its turn.
+9, Charisma +13
Detect. The song dragon makes a Wisdom (Perception)
Skills Perception +16, Stealth +8 check.
Damage Immunities lightning
Condition Immunities poisoned Claw Attack. The song dragon makes one claw attack.
Senses blindsight 120 ft., darkvision 150 ft., passive Wing Attack (Costs 2 Actions). The song dragon beats
Perception 26 its wings. Each creature within 20 feet of the dragon
Languages All must succeed on a DC 21 Dexterity saving throw or
Challenge 22 (41,000 XP) take 19 (2d10 + 8) bludgeoning damage and be
knocked prone. The song dragon can then fly up to half
Alternate Form. The song dragon can use its action to its flying speed.
magically assume the form of an attractive human
woman. While in this form, the dragon retains its Soothing Melody (Costs 2 Actions). The song dragon
statistics, but it cannot use its claws or breath weapon. sings a soothing melody. Each creature of its choice
The transformation takes 6 seconds and renders the within 40 feet of the dragon that can hear it must
dragon immobile. succeed on a DC 21 Wisdom saving throw or be
charmed until the end of its next turn.
Innate Spellcasting. The song dragon's innate
spellcasting ability is Charisma (spell save DC 21). It Lair Actions
can innately cast the following spells, requiring no On initiative count 20 (losing initiative ties), the
material components: Ancient Song Dragon takes a lair action to cause one of
At will: light, mage hand, message, minor illusion the following magical effects. The dragon can't use the
same effect two rounds in a row. The dragon can use
3/day each: darkness, disguise self, suggestion
up to two lair actions in a round:
1/day each: blink, charm person, dimension door
Harmonic Resonance: The song dragon harnesses the
Legendary Resistance (5/Day). If the song dragon fails a natural magic within its lair, causing a harmonious
saving throw, it can choose to succeed instead. resonance. All allies of the dragon within 120 feet
Actions Multiattack. The song dragon makes three regain hit points equal to 2d10 + the dragon's
attacks: one with its bite and two with its claws. Charisma modifier (minimum 1 hit point).
Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., Echoing Melody: The dragon's song reverberates
one target. Hit: 21 (2d12 + 8) piercing damage. throughout its lair, causing the ground to shake and
Claws. Melee Weapon Attack: +13 to hit, reach 15 ft., disorient creatures. Each creature of the dragon's
one target. Hit: 17 (2d8 + 8) slashing damage. choice that is on the ground within 60 feet must
succeed on a DC 21 Strength saving throw or be
Tail Attack. Melee Weapon Attack: +13 to hit, reach 30 knocked prone.
ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
Raging Thunderstorm: The dragon calls forth a raging
Breath Weapon (Recharge 5-6). The song dragon exhales
thunderstorm in a 1-mile radius around its lair. Dark
a 90-foot cone of lightning. Each creature in that area
clouds gather, lightning flashes, and torrential rain
must make a DC 21 Dexterity saving throw, taking 88
pours down. Until the start of the dragon's next lair
(16d10) lightning damage on a failed save, or half as
action, the area becomes difficult terrain, and all
much damage on a successful one. ranged weapon attacks are made with disadvantage.

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133
A song dragon and her human form.

MONSTERS | SONG DRAGON


134
Titan

T
itans are the largest among the true giant The origins of the titan race trace back to the mortal child
races, surpassing the height of cloud and of the deities Annam All-Father and Othea, a being named
storm giants. These colossal beings resemble Lanaxis. Titans played a significant role in the kingdom of
muscular humans, typically lacking facial hair. Ostoria, where they established cities and contributed to
As a race, titans boast exceptional artistic tributes dedicated to giantkind. The disappearance of
intelligence, often ranking among the most titans from the world of Abeir-Toril remains shrouded in
intellectual of giants. Many titans possess mystery, with myths speculating arrogance and challenges
spellcasting or psionic abilities, while they are not known for posed to the gods as possible causes.
their proficiency in rune magic. With their colossal size, intelligence, and magical abilities,
Titans are formidable adversaries in combat, wielding huge titans command great respect and influence within giant
warhammers and employing javelins as ranged weapons. society. They are regarded as leaders and guides by other
They possess immense physical strength and are known to giants, due to their exceptional knowledge and wisdom.
utilize various spell-like abilities, including but not limited to
holy smite, meteor swarm, and chain lightning. Some titans
have the capability to turn invisible, levitate, or become
ethereal.

Titan 6th level (1 slot): chain lightning, globe of


invulnerability
Huge giant, chaotic neutral
7th level (1 slot): delayed blast fireball, teleport
Armor Class 18 (natural armor)
Hit Points 385 (26d12 + 234) 8th level (1 slot): earthquake, mind blank
Speed 40 ft.
9th level (1 slot): meteor swarm, wish
STR DEX CON INT WIS CHA
Etherealness (2/Day). As a bonus action, the titan can
30 (+10) 10 (+0) 29 (+9) 18 (+4) 16 (+3) 15 (+2) magically shift from the Material Plane to the Ethereal
Plane, or vice versa.
Saving Throws Str +17, Dex +6, Con +16, Int +9, Wis
+8, Cha +7 Innate Spellcasting. The titan's innate spellcasting ability
Skills Perception +14 is Charisma (spell save DC 17). It can innately cast the
Damage Resistances bludgeoning, piercing, and following spells, requiring no material components:
slashing from nonmagical attacks At will: detect evil and good, detect magic,
Condition Immunities frightened invisibility
Senses darkvision 120 ft., passive Perception 24
Languages Common, Giant 3/day each: chain lightning, dimension door, holy
Challenge 23 (50,000 XP) smite
1/day each: meteor swarm, plane shift
Spellcasting. The titan is a 20th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 17, +9
to hit with spell attacks). The titan has the following Actions
wizard spells prepared:
Multiattack. The titan makes two warhammer attacks or
Cantrips (at will): mage hand, prestidigitation, uses Thunderous Leap and makes one warhammer
shocking grasp attack.
1st level (4 slots): shield, magic missile Warhammer. Melee Weapon Attack: +17 to hit, reach
15 ft., one target. Hit: 36 (4d12 + 10) bludgeoning
2nd level (3 slots): blur, mirror image damage.
3rd level (3 slots): counterspell, lightning bolt Thunderous Leap. The titan magically leaps up to 60
feet in a straight line and can make one warhammer
4th level (3 slots): dimension door, fire shield attack at any point during that leap. Each creature
within 10 feet of the titan at the end of the leap must
5th level (3 slots): cloudkill, telekinesis make a DC 20 Strength saving throw, taking 27 (5d10)
bludgeoning damage on a failed save, or half as much
damage on a successful one.

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Voadkyn

T
he voadkyn, also known as wood giants, are a
race of giant-kin that dwell in temperate and
warm forests. Voadkyn heads are relatively Voadkyn
larger compared to the rest of their bodies, Large giant, chaotic good
featuring prominent jaws and chins. Unlike
other giants, they lack any form of hair, giving Armor Class 13 (natural armor)
them a distinctive appearance similar to wood Hit Points 95 (10d10 + 40)
elves. Speed 30 ft.
These creatures have a rather varied reputation. Some
believe voadkyn to be brooding and serious, disliking jovial STR DEX CON INT WIS CHA
behavior, while others describe them as fun-loving and flighty,
appreciating the beauty of finely cut gems and well-crafted 18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 12 (+1)
magical items. Like their kin, the firbolgs, voadkyn are often
considered benevolent beings. Skills Perception +4
Voadkyn have a complex history intertwined with giants. Senses passive Perception 14
Legends tell conflicting tales of their origin, whether as Languages Common, Giant, Elvish
descendants of the giant deity Annam All-Father or as the Challenge 4 (1,100 XP)
result of an affair between Othea, Annam's wife, and Ulutiu.
Regardless of their true heritage, voadkyn faced exclusion Shapechanger. The voadkyn can magically disguise
from giant society once their parentage was revealed. itself as any Medium humanoid creature. While
disguised, it can't use its natural attacks, but it
Determined to find their own place in the world, they claimed gains a +5 bonus to Dexterity (Stealth) checks. The
the forests as their domain, distancing themselves from other voadkyn retains its statistics except for its size,
giants and giant-kin. speed, and the benefits of its natural armor, and it
The voadkyn's relationship with lycanthropy is noteworthy. can revert to its true form as a bonus action.
These wood giants are highly susceptible to all forms of
lycanthropy and have a particular enmity toward a group of Keen Senses. The voadkyn has advantage on
true lycanthropes known as shadkyn, a form of werebat. This Wisdom (Perception) checks that rely on hearing or
conflict further separates them from their non-afflicted smell.
brethren. Innate Spellcasting (3/Day). The voadkyn can innately
While voadkyn avoid direct association with other giant cast pass without trace without requiring any
races, they maintain a harmonious coexistence with wood material components. Its spellcasting ability is
elves and occasionally treants. Their close bond with nature Wisdom.
and their shared dedication to the forest environment
solidifies their connection. Actions
Hiatea, the goddess of nature, receives primary worship Multiattack. The voadkyn makes two melee attacks.
from the voadkyn. Some voadkyn also honor Rillifane
Rallathil and serve as druids in his name. They generally Greataxe. Melee Weapon Attack: +7 to hit, reach 10
keep to themselves, rarely socializing with other intelligent ft., one target. Hit: 15 (2d10 + 4) slashing damage.
races. Instead, they focus on their guardianship of the forests Rock. Ranged Weapon Attack: +6 to hit, range
they call home. 60/240 ft., one target. Hit: 13 (2d8 + 4)
Voadkyn, with their unique appearance and affinity for bludgeoning damage.
nature, stand as a distinct race among giants, upholding their
own principles and place within the natural world.

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136
A voadkin.

MONSTERS | VOADKYN
137
Gods and Deities

T
he world of Dungeons and Dragons is home to a vast pantheon of gods and deities, each with their own distinct
personalities, domains, and followers. These divine beings play a vital role in the lives of mortals, influencing
everything from the natural world to the course of history.
Even monsters have gods they worship, and so, in this section are the pantheons for beholders, dragons, and
giants.

Draconic Pantheon
Diety Alignment Suggested Domain Holy Symbol
Asgorath, creator of dragonkind N Knowledge, Life, A circle with nine spokes
Tempest
Astilabor, goddess of acquisitiveness and LN Knowledge, Trickery A gemstone with an inner glow
wealth
Bahamut, god of enlightened justice LG Life, War A dragon’s head in profile
Garyx, god of fire, destruction, and renewal CE Forge, Tempest A flaming dragon’s head
Hlal, goddess of humor, inventiveness, and CG Knowledge, Trickery A smiling dragon’s face
pleasure
Kereska, goddess of magic CN Arcana, Knowledge A dragon eye in a circle of silver flames
Kuyutha, patron demigod of dragonborn LG Life, War A dragonborn skull surrounded by a halo of
light
Lendys, god of harsh justice LN Order, War A pair of scales balanced on a warhammer
Null, god of death and undeath N Death A dragon’s eye with an hourglass pupil
Sardior, god of gem dragons and psionics N Knowledge A star sapphire
Tamara, goddess of mercy and healers NG Life, Light A single white flame
Task, god of greed NE Knowledge, Trickery A broken coin or a bloody handprint
Tiamat, goddess of evil dragonkind and LE Death, War A five-pointed star with five dragon heads
vengeance around it
Zorquan, god of dragonkind N Nature, Trickery A dragon’s eye within a diamond shape

Beholder Pantheon
Beholders, being creatures of extreme narcissism, do not typically worship gods or deities, hence why there aren't very many.
Diety Alignment Suggested Domain Holy Symbol
The Great Mother, matron deity of beholders CE Death, Knowledge An egg with central eye
Gzemid, deity of fog and deception CE Death, Trickery A bronze rod held in tentacles

GODS AND DEITIES


138
Giant Pantheon
Diety Alignment Suggested Domain Holy Symbol
Annam All-Father, greater god of magic, fertility, N Arcana, Life, Nature, A pair of crossed hands, held palms
learning, and philosophy Knowledge together with their fingers facing
downward
Baphomet, tanar'ri demon lord worshiped by CE War An inverted pentagram or a horned skull
ogres for revenge on giants
Diancastra, demigoddess of trickery, thievery, CN Trickery, Life A mask with a mischievous grin
mischief, and fertility
Grolantor, intermediate god of combat and CE War A wooden club
hunting
Hiatea, greater goddess of nature, agriculture, NG Nature, Life A spear over a fire
hunting, and childbirth
Iallanis, lesser goddess of love, mercy, NG Life A heart-shaped gem or a garland of flowers
forgiveness, and beauty
Karontor, lesser god of deformity, hatred, and NE Trickery A twisted beast’s skull
beasts
Kostchtchie, tanar'ri with dominion over CE War A frozen hammer or an ice-covered fist
strength and violence worshiped by frost giants
Memnor, intermediate god of pride and control LE Trickery, Knowledge A silver crown
Othea, lesser demigoddess, wife of Annam All- N Life, Nature A mountain with a cave
Father, mother of giants and giant-kin
Skoraeus Stonebones, intermediate god of N Nature A stone carving of a giant’s head
stone and mountains
Stronmaus, greater god of sun, sky, weather, CG Tempest, Life, Light A smiling sun over a cloud
seas, and joy
Surtr, lesser god of fire LE Light, War A flaming sword
Thrym, lesser god of ice and cold CE Death A white double-bladed axe
Vaprak, lesser god of greed and combat CE War A broken spear or a bloody handprint

GODS AND DEITIES


139

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