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Monsters
who enter her throne room, and in fact is looking for some help from a group of outsiders that can help her contend with the goblins that live nearby. But if she or any other kobolds are threatened or set upon, Yusdrayl defends herself and her tribe as fiercely as she can.
Monsters
or a bonus action on its turn but not both, and it can't take reactions. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a
contents. They deposit their own eggs into the empty shells, hiding the eggs from unsuspecting dragon parents or guardians.
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kikimora and obeying its spoken commands. The Beasts remain for 1 hour, until the kikimora dies, or until the kikimora dismisses them as a bonus action.This strange-looking humanoid combines the features
large enough to hold the kikimora and up to 50 pounds of nonmagical objects. Only the kikimora can enter this space, along with any nonmagical objects it is wearing or carrying, up to the
magic-items
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia, you gain a +1 bonus
spells
through the sensor as if you were flying, granting a full 360 degree view from its location.
The sensor moves with you, retaining its height in relation to you. You can use a bonus action to adjust
the sensor’s height, but only to a maximum of 120 feet above you.
While looking through this sensor you are blind, though you can switch between seeing through the sensor or through your own eyes at any time during your turn.
magic-items
with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.
While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the
This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with a ranged attack roll using this magic
magic-items
with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.
While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the
This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with a ranged attack roll using this magic
Frost Giant Everlasting One
Legacy
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Monsters
the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.
Vaprak's Rage (Recharges after a Short or Long Rest). As a bonus action, the giant can
enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:
The giant has advantage on Strength
magic-items
with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.
While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the
This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with a ranged attack roll using this magic
Magic Items
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are
.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were
monsters
feet of it threatens to harm it, it must succeed on a DC 12 Wisdom saving throw or transform into its hulking canine form (see the Change Shape bonus action).This gray-skinned dog-like creature seems
pathetically eager to please but fantastically skittish, its ears alerting at every nearby sound, and its large oval eyes following anything that passes by.
Emotional Giant. A hulking whelp is a
Monsters
after a Short or Long Rest). As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked unconscious or if his turn ends and he hasn't attacked a
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, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb
Slithering Tracker
Legacy
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Monsters
enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The slithering tracker can climb difficult surfaces, including upside
action as a bonus action.Slam. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3
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encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the
orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise
Feats
You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite
glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
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, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents
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buried in the ground, with only its roots in the open in ropy tangles. It leaves the mouth of its water-filled central pitcher open on the surface of the ground, looking like a small oasis. When
unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 16 Strength check. This bonus action doesn’t wake a creature that is unconscious from the vesiculosa’s Sweet Water trait or Spit Sweet Water action.
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planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15
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Shroud of Souls bonus action.
The skull bearing the death rune has AC 18; 35 hit points; and immunity to necrotic, poison, and psychic damage. The skull regains all its hit points at the end of every turn
the Shadowfell to this day, searching both that plane and the Material Plane for souls that might please their divine queen.NecroticFrightening Teleport (Recharge 4–6);{"diceNotation":"1d6", "rollType
Races
gods, but I roll my eyes at each new twist of fate and try to get on with my life.
5
I wish that I could be as naive as humans and other mortals who actually think the gods are looking out for them
. I miss that kind of innocence.
6
I don’t talk about it among other leonin, but I actually revere the gods and try to please them by my actions.
Leonin Names
Along with their
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, exiting prone.
Breach. The crater wurm utilises its full movement. While doing so, it can enter large or smaller creatures’ spaces. Whenever the wurm enters a creature’s space, the creature
damage, and is pushed 10 feet and knocked prone. After finishing its move, the wurm can make one bite attack against a prone target as a bonus action.
Contaminated Gullet. A creature swallowed by a crater
Monsters
feyr has two tentacles, each of which can grapple one creature.
Invisibility. The feyr becomes invisible until it attacks, uses Nightmare Fuel, or uses a bonus action to become visible.
Nightmare
’t harmed by it. Consequently, they are as much at home in the void of Wildspace as they are in dark alleys and dungeons. A feyr that comes across a spelljamming ship tries to enter the ship’s
Monsters
Nimble Escape. Jingle Jangle can take the Disengage or Hide action as a bonus action on each of her turns.Flail of Locks. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Jangle’s obsession with keys serves as a cautionary tale for those who would enter into a bargain with Bavlorna Blightstraw. The goblin once sought the hag’s help in a desperate attempt to
monsters
divination spell that it refuses. Wisdom (Insight) checks made to ascertain the liosalfar’s intentions or sincerity have disadvantage.
Light Form. The liosalfar can enter a hostile creature&rsquo
feet equal to the chosen radius. The liosalfar can alter the radius as a bonus action.Multiattack. The liosalfar makes two Radiant Touch or Ray of Light attacks. If both Radiant Touch attacks hit one
Monsters
Fey Step (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fey Step"}. As a bonus action, Smiler can teleport up to 30 feet to an unoccupied space that he can see or to the
. Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang.
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
monsters
light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The witchlight can alter the radius as a bonus action.Light Blast. Melee or Ranged Spell
just an impressive-looking stick with a witchlight perched on top.
WITCHLIGHT FAMILIARS
Some witchlights are willing to serve spellcasters as a familiar. Such witchlights have the following trait
monsters
light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The witchlight can alter the radius as a bonus action.Light Blast. Melee or Ranged Spell
” is just an impressive-looking stick with a witchlight perched on top.
WITCHLIGHT FAMILIARS
Some witchlights are willing to serve spellcasters as a familiar. Such witchlights have the following
monsters
travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys
a +2 bonus to the wearer’s AC if the drone is within 5 feet of the wearer.Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant.Poison
Monsters
enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. He has advantage on Strength
an ability check.
Vampire Weaknesses. Zorak has the following flaws:
Forbiddance. Zorak can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Zorak takes 20
Monsters
hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on
, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation
Monsters
speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass
:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running
Monsters
hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on
, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation
Monsters
the creatures.
Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain
keep a girallon must always be wary, however, because the creature could revert to its predatory nature at any time.Aggressive. As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
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until the host drops to 0 hp, the ostinato ends it as a bonus action, or the ostinato is forced out by an effect like the dispel evil and good spell. When the Aural Symbiosis ends, the ostinato
Searchers. Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting.PoisonAcid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksThunder