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Monster Card Packet

Each monster prints as a stat block + image card pair. Recommended: Letter size, landscape, no margins.

DM Only
CR 1411500 XP
Adult Black Dragon
Huge Dragon (Chromatic), Chaotic Evil
AC19
HP195 (17d12+85)
Speed40 ft, Fly 80 ft ., Swim 40 ft .
Ability Scores
STR
23
(+6)
DEX
14
(+2)
CON
21
(+5)
INT
14
(+2)
WIS
13
(+1)
CHA
17
(+3)
SkillsPerception +11 , Stealth +7
SensesBlindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version).
Rend. Melee Attack Roll: +11 , reach 10 ft . Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 18, each creature in a 60 -foot-long, 5 -foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
Player
Creature
Adult Black Dragon
A huge dragon (chromatic)
Adult Black Dragon
DM Only
CR 1615000 XP
Adult Blue Dragon
Huge Dragon (Chromatic), Lawful Evil
AC19
HP212 (17d12 + 102)
Speed40 ft, Burrow 30 ft ., Fly 80 ft .
Ability Scores
STR
25
(+7)
DEX
10
(+0)
CON
23
(+6)
INT
16
(+3)
WIS
15
(+2)
CHA
20
(+5)
SkillsPerception +12 , Stealth +5
SensesBlindsight 60 ft ., Darkvision 120 ft .; Passive Perception 22
LanguagesCommon, Draconic
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter.
Rend. Melee Attack Roll: +12 , reach 10 ft . Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.
Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 19, each creature in a 90 -foot-long, 5 -foot-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
Player
Creature
Adult Blue Dragon
A huge dragon (chromatic)
Adult Blue Dragon
DM Only
CR 1310000 XP
Adult Brass Dragon
Huge Dragon (Metallic), Chaotic Good
AC18
HP172 (15d12+75)
Speed40 ft, Burrow 30 ft ., Fly 80 ft .
Ability Scores
STR
23
(+6)
DEX
10
(+0)
CON
21
(+5)
INT
14
(+2)
WIS
13
(+1)
CHA
17
(+3)
SkillsHistory +7 , Perception +11 , Persuasion +8 , Stealth +5
SensesBlindsight 60 ft ., Darkvision 120 ft .; Passive Perception 21
LanguagesCommon, Draconic
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +11 , reach 10 ft . Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 18, each creature in a 60 -foot-long, 5 -foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC 18, each creature in a 60 -foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
Player
Creature
Adult Brass Dragon
A huge dragon (metallic)
Adult Brass Dragon
DM Only
CR 1513000 XP
Adult Bronze Dragon
Huge Dragon (Metallic), Lawful Good
AC18
HP212 (17d12 + 102)
Speed40 ft, Fly 80 ft ., Swim 40 ft .
Ability Scores
STR
25
(+7)
DEX
10
(+0)
CON
23
(+6)
INT
16
(+3)
WIS
15
(+2)
CHA
20
(+5)
SkillsInsight +7 , Perception +12 , Stealth +5
SensesBlindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Attack Roll: +12 , reach 10 ft . Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.
Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 19, each creature in a 90 -foot-long, 5 -foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 19, each creature in a 30 -foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks):
Player
Creature
Adult Bronze Dragon
A huge dragon (metallic)
Adult Bronze Dragon
DM Only
CR 1411500 XP
Adult Copper Dragon
Huge Dragon (Metallic), Chaotic Good
AC18
HP184 (16d12+80)
Speed40 ft. , Climb 40 ft ., Fly 80 ft .
Ability Scores
STR
23
(+6)
DEX
12
(+1)
CON
21
(+5)
INT
18
(+4)
WIS
15
(+2)
CHA
18
(+4)
SkillsDeception +9 , Perception +12 , Stealth +6
SensesBlindsight 60 ft ., Darkvision 120 ft .; Passive Perception 22
LanguagesCommon, Draconic
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11 , reach 10 ft . Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 18, each creature in an 60 -foot-long, 5 -foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60 -foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
Player
Creature
Adult Copper Dragon
A huge dragon (metallic)
Adult Copper Dragon
DM Only
CR 1718000 XP
Adult Gold Dragon
Huge Dragon (Metallic), Lawful Good
AC19
HP243 (18d12 + 126)
Speed40 ft, Fly 80 ft., Swim 40 ft.
Ability Scores
STR
27
(+8)
DEX
14
(+2)
CON
25
(+7)
INT
16
(+3)
WIS
15
(+2)
CHA
24
(+7)
SkillsInsight +8, Perception +14, Persuasion +13, Stealth +8
SensesBlindsight 60 ft., Darkvision 120 ft.; Passive Perception 24
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):
Weakening Breath. Strength Saving Throw: DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Player
Creature
Adult Gold Dragon
A huge dragon (metallic)
Adult Gold Dragon
DM Only
CR 1513000 XP
Adult Green Dragon
Huge Dragon (Chromatic), Lawful Evil
AC19
HP207 (18d12 + 90)
Speed40 ft, Fly 80 ft., Swim 40 ft.
Ability Scores
STR
23
(+6)
DEX
12
(+1)
CON
21
(+5)
INT
18
(+4)
WIS
15
(+2)
CHA
18
(+4)
SkillsDeception +9, Perception +12, Persuasion +9, Stealth +6
SensesBlindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version).
Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage.
Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
Player
Creature
Adult Green Dragon
A huge dragon (chromatic)
Adult Green Dragon
DM Only
CR 1718000 XP
Adult Red Dragon
Huge Dragon (Chromatic), Chaotic Evil
AC19
HP256 (19d12+133)
Speed40 ft, Climb 40 ft., Fly 80 ft.
Ability Scores
STR
27
(+8)
DEX
10
(+0)
CON
25
(+7)
INT
16
(+3)
WIS
13
(+1)
CHA
23
(+6)
SkillsPerception +13, Stealth +6
SensesBlindsight 60 ft., Darkvision 120 ft.; Passive Perception 23
LanguagesCommon, Draconic
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10+8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks):
Player
Creature
Adult Red Dragon
A huge dragon (chromatic)
Adult Red Dragon
DM Only
CR 1615000 XP
Adult Silver Dragon
Huge Dragon (Metallic), Lawful Good
AC19
HP216 (16d12 + 112)
Speed40 ft, Fly 80 ft.
Ability Scores
STR
27
(+8)
DEX
10
(+0)
CON
25
(+7)
INT
16
(+3)
WIS
13
(+1)
CHA
22
(+6)
SkillsHistory +8, Perception +11, Stealth +5
SensesBlindsight 60 ft, Darkvision 120 ft; Passive Perception 21
LanguagesCommon, Draconic
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife.
Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):
Player
Creature
Adult Silver Dragon
A huge dragon (metallic)
Adult Silver Dragon
DM Only
CR 1310000 XP
Adult White Dragon
Huge Dragon (Chromatic), Chaotic Evil
AC18
HP200 (16d12 + 96)
Speed40 ft, Burrow 30 ft., Fly 80 ft., Swim 40 ft.
Ability Scores
STR
22
(+6)
DEX
10
(+0)
CON
22
(+6)
INT
8
(-1)
WIS
12
(+1)
CHA
12
(+1)
SkillsPerception +11, Stealth +5
SensesBlindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
LanguagesCommon, Draconic
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage.
Player
Creature
Adult White Dragon
A huge dragon (chromatic)
Adult White Dragon
DM Only
CR 2133000 XP
Ancient Black Dragon
Gargantuan Dragon (Chromatic), Chaotic Evil
AC22
HP367 (21d20 + 147)
Speed40 ft, Fly 80 ft ., Swim 40 ft .
Ability Scores
STR
27
(+8)
DEX
14
(+2)
CON
25
(+7)
INT
16
(+3)
WIS
15
(+2)
CHA
22
(+6)
SkillsPerception +16 , Stealth +9
SensesBlindsight 60 ft ., Darkvision 120 ft .; Passive Perception 26
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version).
Rend. Melee Attack Roll: +15 , reach 15 ft . Hit: 17 (2d8 +8 ) Slashing damage plus 9 (2d8) Acid damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 22, each creature in a 90 -foot-long, 10 -foot-wide Line. Failure: 67 (15d8) Acid damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):
Player
Creature
Ancient Black Dragon
A gargantuan dragon (chromatic)
Ancient Black Dragon
DM Only
CR 2350000 XP
Ancient Blue Dragon
Gargantuan Dragon (Chromatic), Lawful Evil
AC22
HP481 (26d20 + 208)
Speed40 ft, Burrow 40 ft ., Fly 80 ft .
Ability Scores
STR
29
(+9)
DEX
10
(+0)
CON
27
(+8)
INT
18
(+4)
WIS
17
(+3)
CHA
25
(+7)
SkillsPerception +17 , Stealth +7
SensesBlindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
LanguagesCommon, Draconic
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version).
Rend. Melee Attack Roll: +16 , reach 15 ft . Hit: 18 (2d8 +9 ) Slashing damage plus 11 (2d10) Lightning damage.
Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 23, each creature in a 120 -foot-long, 10 -foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):
Player
Creature
Ancient Blue Dragon
A gargantuan dragon (chromatic)
Ancient Blue Dragon
DM Only
CR 2025000 XP
Ancient Brass Dragon
Gargantuan Dragon (Metallic), Chaotic Good
AC20
HP332 (19d20 + 133)
Speed40 ft, Burrow 40 ft ., Fly 80 ft .
Ability Scores
STR
27
(+8)
DEX
10
(+0)
CON
25
(+7)
INT
16
(+3)
WIS
15
(+2)
CHA
22
(+6)
SkillsHistory +9 , Perception +14 , Persuasion +12 , Stealth +6
SensesBlindsight 60 ft ., Darkvision 120 ft .; Passive Perception 24
LanguagesCommon, Draconic
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14 , reach 15 ft . Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 21, each creature in a 90 -foot-long, 5 -foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC 21, each creature in a 90 -foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):
Player
Creature
Ancient Brass Dragon
A gargantuan dragon (metallic)
Ancient Brass Dragon
DM Only
CR 2241000 XP
Ancient Bronze Dragon
Gargantuan Dragon (Metallic), Lawful Good
AC22
HP444 (24d20 + 192)
Speed40 ft, Fly 80 ft ., Swim 40 ft .
Ability Scores
STR
29
(+9)
DEX
10
(+0)
CON
27
(+8)
INT
18
(+4)
WIS
17
(+3)
CHA
25
(+7)
SkillsInsight +10 , Perception +17 , Stealth +7
SensesBlindsight 60 ft ., Darkvision 120 ft .; Passive Perception 27
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Attack Roll: +16 , reach 15 ft . Hit: 18 (2d8 +9 ) Slashing damage plus 9 (2d8) Lightning damage.
Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 23, each creature in a 120 -foot-long, 10 -foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30 -foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks):
Player
Creature
Ancient Bronze Dragon
A gargantuan dragon (metallic)
Ancient Bronze Dragon
DM Only
CR 2133000 XP
Ancient Copper Dragon
Gargantuan Dragon (Metallic), Chaotic Good
AC21
HP367 (21d20 + 147)
Speed40 ft, Climb 40 ft ., Fly 80 ft .
Ability Scores
STR
27
(+8)
DEX
12
(+1)
CON
25
(+7)
INT
20
(+5)
WIS
17
(+3)
CHA
22
(+6)
SkillsDeception +13 , Perception +17 , Stealth +8
SensesBlindsight 60 ft ., Darkvision 120 ft .; Passive Perception 27
LanguagesCommon, Draconic
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15 , reach 15 ft . Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 22, each creature in an 90 -foot-long, 10 -foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 22, each creature in a 90 -foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
Player
Creature
Ancient Copper Dragon
A gargantuan dragon (metallic)
Ancient Copper Dragon
DM Only
CR 2462000 XP
Ancient Gold Dragon
Gargantuan Dragon (Metallic), Lawful Good
AC22
HP546 (28d20 + 252)
Speed40 ft, Fly 80 ft., Swim 40 ft.
Ability Scores
STR
30
(+10)
DEX
14
(+2)
CON
29
(+9)
INT
18
(+4)
WIS
17
(+3)
CHA
28
(+9)
SkillsInsight +10, Perception +17, Persuasion +16, Stealth +9
SensesBlindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks):
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn't currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Player
Creature
Ancient Gold Dragon
A gargantuan dragon (metallic)
Ancient Gold Dragon
DM Only
CR 2241000 XP
Ancient Green Dragon
Gargantuan Dragon (Chromatic), Lawful Evil
AC21
HP402 (23d20 + 161)
Speed40 ft, Fly 80 ft., Swim 40 ft.
Ability Scores
STR
27
(+8)
DEX
12
(+1)
CON
25
(+7)
INT
20
(+5)
WIS
17
(+3)
CHA
22
(+6)
SkillsDeception +13, Perception +17, Persuasion +13, Stealth +8
SensesBlindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage.
Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
Player
Creature
Ancient Green Dragon
A gargantuan dragon (chromatic)
Ancient Green Dragon
DM Only
CR 2462000 XP
Ancient Red Dragon
Gargantuan Dragon (Chromatic), Chaotic Evil
AC22
HP546 (28d20+252)
Speed40 ft, Climb 40 ft., Fly 80 ft.
Ability Scores
STR
30
(+10)
DEX
10
(+0)
CON
29
(+9)
INT
18
(+4)
WIS
15
(+2)
CHA
27
(+8)
SkillsPerception +16, Stealth +7
SensesBlindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
LanguagesCommon, Draconic
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8+10) Slashing damage plus 10 (3d6) Fire damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):
Player
Creature
Ancient Red Dragon
A gargantuan dragon (chromatic)
Ancient Red Dragon
DM Only
CR 2350000 XP
Ancient Silver Dragon
Gargantuan Dragon (Metallic), Lawful Good
AC22
HP468 (24d20 + 216)
Speed40 ft, Fly 80 ft.
Ability Scores
STR
30
(+10)
DEX
10
(+0)
CON
29
(+9)
INT
18
(+4)
WIS
15
(+2)
CHA
26
(+8)
SkillsHistory +11, Perception +16, Stealth +7
SensesBlindsight 60 ft, Darkvision 120 ft; Passive Perception 26
LanguagesCommon, Draconic
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version).
Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):
Player
Creature
Ancient Silver Dragon
A gargantuan dragon (metallic)
Ancient Silver Dragon
DM Only
CR 2025000 XP
Ancient White Dragon
Gargantuan Dragon (Chromatic), Chaotic Evil
AC20
HP333 (18d20 + 144)
Speed40 ft, Burrow 40 ft., Fly 80 ft., Swim 40 ft.
Ability Scores
STR
26
(+8)
DEX
10
(+0)
CON
26
(+8)
INT
10
(+0)
WIS
13
(+1)
CHA
18
(+4)
SkillsPerception +13, Stealth +6
SensesBlindsight 60 ft., Darkvision 120 ft.; Passive Perception 23
LanguagesCommon, Draconic
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage.
Player
Creature
Ancient White Dragon
A gargantuan dragon (chromatic)
Ancient White Dragon
DM Only
CR 1200 XP
Animated Armor
Medium Construct, Unaligned
AC18
HP33 (6d8+6)
Speed25 ft
Ability Scores
STR
14
(+2)
DEX
11
(+0)
CON
13
(+1)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
SensesBlindsight 60 ft.; Passive Perception 6
LanguagesNone
Actions
Multiattack. The armor makes two Slam attacks.
Slam. Melee Attack Roll: +4 , reach 5 ft . Hit: 5(1d6+2) Bludgeoning damage.
Player
Creature
Animated Armor
A medium construct
Animated Armor
DM Only
CR 128400 XP
Archmage
Medium or Small Humanoid (Wizard), Neutral
AC17
HP170 (31d8+31)
Speed30 ft.
Ability Scores
STR
10
(+0)
DEX
14
(+2)
CON
12
(+1)
INT
20
(+5)
WIS
15
(+2)
CHA
16
(+3)
SkillsArcana +17, History +11
SensesPassive Perception 12
LanguagesCommon plus any five languages
Misty Step (3/Day). The archmage casts Misty Step, using the same spellcasting ability as Spellcasting.
Actions
Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10+5) Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
Player
Creature
Archmage
A medium or small humanoid (wizard)
Archmage
DM Only
CR 95000 XP
Archpriest
Medium or Small Humanoid (Cleric), Neutral
AC17
HP117 (18d8+36)
Speed30 ft.
Ability Scores
STR
10
(+0)
DEX
10
(+0)
CON
14
(+2)
INT
12
(+1)
WIS
19
(+4)
CHA
16
(+3)
SkillsMedicine +10, Persuasion +9, Religion +7
SensesPassive Perception 14
LanguagesCommon plus three other languages
Divine Protection (3/Day). When the archpriest or an ally within 30 feet takes damage, the archpriest reduces the damage by 22 (4d10).
Actions
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage.
Spellcasting. The archpriest casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):
Player
Creature
Archpriest
A medium or small humanoid (cleric)
Archpriest
DM Only
CR 010 XP
Awakened Shrub
Small Plant, Neutral
AC9
HP10 (3d6)
Speed20 ft
Ability Scores
STR
3
(-4)
DEX
8
(-1)
CON
11
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
6
(-2)
SensesPassive Perception 10
LanguagesCommon plus one other language
Actions
Rake. Melee Attack Roll: +1 , reach 5 ft . Hit: 1 Slashing damage.
Player
Creature
Awakened Shrub
A small plant
Awakened Shrub
DM Only
CR 2450 XP
Awakened Tree
Huge Plant, Neutral
AC13
HP59 (7d12 + 14)
Speed20 ft
Ability Scores
STR
19
(+4)
DEX
6
(-2)
CON
15
(+2)
INT
10
(+0)
WIS
10
(+0)
CHA
7
(-2)
SensesPassive Perception 10
LanguagesCommon plus one other language
Actions
Slam. Melee Attack Roll: +6 , reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage.
Player
Creature
Awakened Tree
A huge plant
Awakened Tree
DM Only
CR 2450 XP
Azer Sentinel
Medium Elemental, Lawful Neutral
AC17
HP39 (6d8 + 12)
Speed30 ft
Ability Scores
STR
17
(+3)
DEX
12
(+1)
CON
15
(+2)
INT
12
(+1)
WIS
13
(+1)
CHA
10
(+0)
SensesPassive Perception 11
LanguagesPrimordial (Ignan)
Fire Aura. At the end of each of the azer's turns, each creature of the azer's choice in a 5 -foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition.
Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Actions
Burning Hammer. Melee Attack Roll: +5 , reach 5 ft . Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage.
Player
Creature
Azer Sentinel
A medium elemental
Azer Sentinel
DM Only
CR 1/825 XP
Bandit
Medium or Small Humanoid, Neutral
AC12
HP11 (2d8 + 2)
Speed30 ft
Ability Scores
STR
11
(+0)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
SensesPassive Perception 10
LanguagesCommon, Thieves' Cant
Actions
Scimitar. Melee Attack Roll: +3 , reach 5 ft . Hit: 4 (1d6 + 1) Slashing damage.
Light Crossbow. Ranged Attack Roll: +3 , range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage.
Player
Creature
Bandit
A medium or small humanoid
Bandit
DM Only
CR 2450 XP
Bandit Captain
Medium or Small Humanoid, Neutral
AC15
HP52 (8d8 + 16)
Speed30 ft
Ability Scores
STR
15
(+2)
DEX
16
(+3)
CON
14
(+2)
INT
14
(+2)
WIS
11
(+0)
CHA
14
(+2)
SkillsAthletics +4 , Deception +4
SensesPassive Perception 10
LanguagesCommon, Thieves' Cant
Actions
Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.
Scimitar. Melee Attack Roll: +5 , reach 5 ft . Hit: 6 (1d6 +3 ) Slashing damage.
Pistol. Ranged Attack Roll: +5 , range 30/90 ft. Hit: 8 (1d10+3) Piercing damage.
Player
Creature
Bandit Captain
A medium or small humanoid
Bandit Captain
DM Only
CR 2450 XP
Black Dragon Wyrmling
Medium Dragon (Chromatic), Chaotic Evil
AC17
HP33 (6d8 + 6)
Speed30 ft, Fly 60 ft ., Swim 30 ft .
Ability Scores
STR
15
(+2)
DEX
14
(+2)
CON
13
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
13
(+1)
SkillsPerception +4 , Stealth +4
SensesBlindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
LanguagesDraconic
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +4 , reach 5 ft . Hit: 5(1d6+2) Slashing damage plus 2 (1d4) Acid damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 11, each creature in a 15 -foot-long, 5 -foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage.
Player
Creature
Black Dragon Wyrmling
A medium dragon (chromatic)
Black Dragon Wyrmling
DM Only
CR 3700 XP
Blue Dragon Wyrmling
Medium Dragon (Chromatic), Lawful Evil
AC17
HP65 (10d8 + 20)
Speed30 ft, Burrow 15 ft ., Fly 60 ft .
Ability Scores
STR
17
(+3)
DEX
10
(+0)
CON
15
(+2)
INT
12
(+1)
WIS
11
(+0)
CHA
15
(+2)
SkillsPerception +4 , Stealth +2
SensesBlindsight 10 ft ., Darkvision 60 ft .; Passive Perception 14
LanguagesDraconic
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +5 , reach 5 ft . Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage.
Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 12, each creature in a 30 -foot-long, 5 -foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage.
Player
Creature
Blue Dragon Wyrmling
A medium dragon (chromatic)
Blue Dragon Wyrmling
DM Only
CR 1200 XP
Brass Dragon Wyrmling
Medium Dragon (Metallic), Chaotic Good
AC15
HP22 (4d8+4)
Speed30 ft, Burrow 15 ft ., Fly 60 ft .
Ability Scores
STR
15
(+2)
DEX
10
(+0)
CON
13
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
13
(+1)
SkillsPerception +4 , Stealth +2
SensesBlindsight 10 ft ., Darkvision 60 ft .; Passive Perception 14
LanguagesDraconic
Actions
Rend. Melee Attack Roll: +4 , reach 5 ft . Hit: 7 (1d10 +2 ) Slashing damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 11, each creature in a 20 -foot-long, 5 -foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC 11, each creature in a 15 -foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Player
Creature
Brass Dragon Wyrmling
A medium dragon (metallic)
Brass Dragon Wyrmling
DM Only
CR 2450 XP
Bronze Dragon Wyrmling
Medium Dragon (Metallic), Lawful Good
AC15
HP39 (6d8+12)
Speed30 ft, Fly 60 ft ., Swim 30 ft .
Ability Scores
STR
17
(+3)
DEX
10
(+0)
CON
15
(+2)
INT
12
(+1)
WIS
11
(+0)
CHA
15
(+2)
SkillsPerception +4 , Stealth +2
SensesBlindsight 10 ft ., Darkvision 60 ft .; Passive Perception 14
LanguagesDraconic
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +5 , reach 5 ft . Hit: 8 (1d10 +3 ) Slashing damage.
Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 12, each creature in a 40 -foot-long, 5 -foot-wide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 12, each creature in a 30 -foot Cone. Failure: The target is pushed up to 30 feet straight away from the dragon and has the Prone condition.
Player
Creature
Bronze Dragon Wyrmling
A medium dragon (metallic)
Bronze Dragon Wyrmling
DM Only
CR 3700 XP
Bugbear Stalker
Medium Fey (Goblinoid), Chaotic Evil
AC15
HP65 (10d8+20)
Speed30 ft
Ability Scores
STR
17
(+3)
DEX
14
(+2)
CON
14
(+2)
INT
11
(+0)
WIS
12
(+1)
CHA
11
(+0)
SkillsStealth +6 , Survival +3
SensesDarkvision 60 ft.; Passive Perception 11
LanguagesCommon, Goblin
Abduct. The bugbear needn't spend extra movement to move a creature it is grappling.
Quick Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13).
Actions
Multiattack. The bugbear makes two Javelin or Morningstar attacks.
Javelin. Melee or Ranged Attack Roll: +5 , reach 10 ft . or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.
Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft . Hit: 12 (2d8 + 3) Piercing damage.
Player
Creature
Bugbear Stalker
A medium fey (goblinoid)
Bugbear Stalker
DM Only
CR 1200 XP
Bugbear Warrior
Medium Fey (Goblinoid), Chaotic Evil
AC14
HP33 (6d8+6)
Speed30 ft
Ability Scores
STR
15
(+2)
DEX
14
(+2)
CON
13
(+1)
INT
8
(-1)
WIS
11
(+0)
CHA
9
(-1)
SkillsStealth +6 , Survival +2
SensesDarkvision 60 ft.; Passive Perception 10
LanguagesCommon, Goblin
Abduct. The bugbear needn't spend extra movement to move a creature it is grappling.
Actions
Grab. Melee Attack Roll: +4 , reach 10 ft . Hit: 9 (2d6 +2 ) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).
Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft . or range 20/60 ft. Hit: 9 (3d4 + 2) Bludgeoning damage.
Player
Creature
Bugbear Warrior
A medium fey (goblinoid)
Bugbear Warrior
DM Only
CR 2450 XP
Centaur Trooper
Large Fey, Neutral Good
AC16
HP45 (6d10+12)
Speed50 ft
Ability Scores
STR
18
(+4)
DEX
14
(+2)
CON
14
(+2)
INT
9
(-1)
WIS
13
(+1)
CHA
11
(+0)
SkillsAthletics +6 , Perception +3
SensesPassive Perception 13
LanguagesElvish, Sylvan
Trampling Charge (Recharge 5-6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition.
Actions
Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination.
Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage.
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6(1d8+2) Piercing damage.
Player
Creature
Centaur Trooper
A large fey
Centaur Trooper
DM Only
CR 1200 XP
Copper Dragon Wyrmling
Medium Dragon (Metallic), Chaotic Good
AC16
HP22 (4d8 + 4)
Speed30 ft, Climb 30 ft ., Fly 60 ft .
Ability Scores
STR
15
(+2)
DEX
12
(+1)
CON
13
(+1)
INT
14
(+2)
WIS
11
(+0)
CHA
13
(+1)
SkillsPerception +4 , Stealth +3
SensesBlindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
LanguagesDraconic
Actions
Rend. Melee Attack Roll: +4 , reach 5 ft . Hit: 7 (1d10 +2 ) Slashing damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 11, each creature in a 20 -foot-long, 5 -foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15 -foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
Player
Creature
Copper Dragon Wyrmling
A medium dragon (metallic)
Copper Dragon Wyrmling
DM Only
CR 1/825 XP
Cultist
Medium or Small Humanoid, Neutral
AC12
HP9 (2d8)
Speed30 ft
Ability Scores
STR
11
(+0)
DEX
12
(+1)
CON
10
(+0)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
SensesPassive Perception 10
LanguagesCommon
Actions
Scimitar. Melee Attack Roll: +3, reach 5 ft . Hit: 3 (1d4+1) Slashing damage plus 1 Necrotic damage.
Player
Creature
Cultist
A medium or small humanoid
Cultist
DM Only
CR 2450 XP
Cultist Fanatic
Medium or Small Humanoid, Neutral
AC13
HP44 (8d8+8)
Speed30 ft
Ability Scores
STR
11
(+0)
DEX
14
(+2)
CON
12
(+1)
INT
10
(+0)
WIS
14
(+2)
CHA
13
(+1)
SensesPassive Perception 12
LanguagesCommon
Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.
Actions
Scimitar. Melee Attack Roll: +4, reach 5 ft . Hit: 6(1d8+2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
Player
Creature
Cultist Fanatic
A medium or small humanoid
Cultist Fanatic
DM Only
CR 1/2100 XP
Dust Mephit
Small Elemental, Neutral Evil
AC12
HP17 (5d6)
Speed30 ft, Fly 30 ft.
Ability Scores
STR
5
(-3)
DEX
14
(+2)
CON
10
(+0)
INT
9
(-1)
WIS
11
(+0)
CHA
10
(+0)
SkillsPerception +2, Stealth +4
SensesDarkvision 60 ft.; Passive Perception 12
LanguagesPrimordial (Auran, Terran)
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage.
Actions
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4+2) Slashing damage.
Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Bludgeoning damage, and the target has the Blinded condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Player
Creature
Dust Mephit
A small elemental
Dust Mephit
DM Only
CR 1/450 XP
Flying Sword
Small Construct, Unaligned
AC17
HP17 (5d6)
Speed5 ft., Fly 50 ft. (hover)
Ability Scores
STR
12
(+1)
DEX
15
(+2)
CON
11
(+0)
INT
1
(-5)
WIS
5
(-3)
CHA
1
(-5)
SensesBlindsight 60 ft.; Passive Perception 7
LanguagesNone
Actions
Slash. Melee Attack Roll: +4 , reach 5 ft . Hit: 6(1d8+2) Slashing damage.
Player
Creature
Flying Sword
A small construct
Flying Sword
DM Only
CR 1/2100 XP
Gnoll Warrior
Medium Fiend, Chaotic Evil
AC15
HP27 (6d8)
Speed30 ft.
Ability Scores
STR
14
(+2)
DEX
12
(+1)
CON
11
(+0)
INT
6
(-2)
WIS
10
(+0)
CHA
7
(-2)
SkillsNone
SensesDarkvision 60 ft.; Passive Perception 10
LanguagesGnoll
Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack.
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage.
Player
Creature
Gnoll Warrior
A medium fiend
Gnoll Warrior
DM Only
CR 1200 XP
Goblin Boss
Small Fey (Goblinoid), Chaotic Neutral
AC17
HP21 (6d6)
Speed30 ft.
Ability Scores
STR
10
(+0)
DEX
15
(+2)
CON
10
(+0)
INT
10
(+0)
WIS
8
(-1)
CHA
10
(+0)
SkillsStealth +6
SensesDarkvision 60 ft.; Passive Perception 9
LanguagesCommon, Goblin
Nimble Escape. The goblin takes the Disengage or Hide action.
Actions
Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.
Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.
Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.
Player
Creature
Goblin Boss
A small fey (goblinoid)
Goblin Boss
DM Only
CR 1/825 XP
Goblin Minion
Small Fey (Goblinoid), Chaotic Neutral
AC12
HP7 (2d6)
Speed30 ft.
Ability Scores
STR
8
(-1)
DEX
15
(+2)
CON
10
(+0)
INT
10
(+0)
WIS
8
(-1)
CHA
8
(-1)
SkillsStealth +6
SensesDarkvision 60 ft.; Passive Perception 9
LanguagesCommon, Goblin
Nimble Escape. The goblin takes the Disengage or Hide action.
Actions
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
Player
Creature
Goblin Minion
A small fey (goblinoid)
Goblin Minion
DM Only
CR 1/450 XP
Goblin Warrior
Small Fey (Goblinoid), Chaotic Neutral
AC15
HP10 (3d6)
Speed30 ft.
Ability Scores
STR
8
(-1)
DEX
15
(+2)
CON
10
(+0)
INT
10
(+0)
WIS
8
(-1)
CHA
8
(-1)
SkillsStealth +6
SensesDarkvision 60 ft.; Passive Perception 9
LanguagesCommon, Goblin
Nimble Escape. The goblin takes the Disengage or Hide action.
Actions
Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.
Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.
Player
Creature
Goblin Warrior
A small fey (goblinoid)
Goblin Warrior
DM Only
CR 3700 XP
Gold Dragon Wyrmling
Medium Dragon (Metallic), Lawful Good
AC17
HP60 (8d8 + 24)
Speed30 ft, Fly 60 ft., Swim 30 ft.
Ability Scores
STR
19
(+4)
DEX
14
(+2)
CON
17
(+3)
INT
14
(+2)
WIS
11
(+0)
CHA
16
(+3)
SkillsPerception +4, Stealth +4
SensesBlindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
LanguagesDraconic
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Player
Creature
Gold Dragon Wyrmling
A medium dragon (metallic)
Gold Dragon Wyrmling
DM Only
CR 2450 XP
Green Dragon Wyrmling
Medium Dragon (Chromatic), Lawful Evil
AC17
HP38 (7d8 + 7)
Speed30 ft, Fly 60 ft., Swim 30 ft.
Ability Scores
STR
15
(+2)
DEX
12
(+1)
CON
13
(+1)
INT
14
(+2)
WIS
11
(+0)
CHA
13
(+1)
SkillsPerception +4, Stealth +3
SensesBlindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
LanguagesDraconic
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage.
Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage.
Player
Creature
Green Dragon Wyrmling
A medium dragon (chromatic)
Green Dragon Wyrmling
DM Only
CR 1/825 XP
Guard
Medium or Small Humanoid, Neutral
AC16
HP11 (2d8 + 2)
Speed30 ft.
Ability Scores
STR
13
(+1)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
SkillsPerception +2
SensesPassive Perception 12
LanguagesCommon
Actions
Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.
Player
Creature
Guard
A medium or small humanoid
Guard
DM Only
CR 41100 XP
Guard Captain
Medium or Small Humanoid, Neutral
AC18
HP75 (10d8 + 30)
Speed30 ft.
Ability Scores
STR
18
(+4)
DEX
14
(+2)
CON
16
(+3)
INT
12
(+1)
WIS
14
(+2)
CHA
13
(+1)
SkillsAthletics +6, Perception +4
SensesPassive Perception 14
LanguagesCommon
Actions
Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination.
Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 7 (1d6 + 4) Piercing damage.
Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage, or 9 (1d10 + 4) Slashing damage if used with two hands.
Player
Creature
Guard Captain
A medium or small humanoid
Guard Captain
DM Only
CR 3700 XP
Hobgoblin Captain
Medium Fey (Goblinoid), Lawful Evil
AC17
HP58 (9d8 + 18)
Speed30 ft.
Ability Scores
STR
15
(+2)
DEX
14
(+2)
CON
14
(+2)
INT
12
(+1)
WIS
10
(+0)
CHA
13
(+1)
SkillsNone
SensesDarkvision 60 ft.; Passive Perception 10
LanguagesCommon, Goblin
Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition.
Actions
Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination.
Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage.
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage.
Player
Creature
Hobgoblin Captain
A medium fey (goblinoid)
Hobgoblin Captain
DM Only
CR 1/2100 XP
Hobgoblin Warrior
Medium Fey (Goblinoid), Lawful Evil
AC18
HP11 (2d8 + 2)
Speed30 ft.
Ability Scores
STR
13
(+1)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
9
(-1)
SkillsNone
SensesDarkvision 60 ft.; Passive Perception 10
LanguagesCommon, Goblin
Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Slashing damage.
Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage.
Player
Creature
Hobgoblin Warrior
A medium fey (goblinoid)
Hobgoblin Warrior
DM Only
CR 1/2100 XP
Ice Mephit
Small Elemental, Neutral Evil
AC11
HP21 (6d6)
Speed30 ft, Fly 30 ft.
Ability Scores
STR
7
(-2)
DEX
13
(+1)
CON
10
(+0)
INT
9
(-1)
WIS
11
(+0)
CHA
12
(+1)
SkillsPerception +2, Stealth +3
SensesDarkvision 60 ft.; Passive Perception 12
LanguagesPrimordial (Aquan, Auran)
Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage.
Actions
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4+1) Slashing damage plus 2 (1d4) Cold damage.
Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.
Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage.
Player
Creature
Ice Mephit
A small elemental
Ice Mephit
DM Only
CR 1/825 XP
Kobold Warrior
Small Dragon, Neutral
AC14
HP7 (3d6-3)
Speed30 ft.
Ability Scores
STR
7
(-2)
DEX
15
(+2)
CON
9
(-1)
INT
8
(-1)
WIS
7
(-2)
CHA
8
(-1)
SensesDarkvision 60 ft.; Passive Perception 8
LanguagesCommon, Draconic
Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.
Actions
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4+2) Piercing damage.
Player
Creature
Kobold Warrior
A small dragon
Kobold Warrior
DM Only
CR 62300 XP
Mage
Medium or Small Humanoid (Wizard), Neutral
AC15
HP81 (18d8)
Speed30 ft.
Ability Scores
STR
9
(-1)
DEX
14
(+2)
CON
11
(+0)
INT
17
(+3)
WIS
12
(+1)
CHA
11
(+0)
SkillsArcana +6, History +6
SensesPassive Perception 11
LanguagesCommon plus any two languages
Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Actions
Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8+3) Force damage.
Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
Player
Creature
Mage
A medium or small humanoid (wizard)
Mage
DM Only
CR 1/2100 XP
Magma Mephit
Small Elemental, Neutral Evil
AC11
HP18 (4d6+4)
Speed30 ft, Fly 30 ft.
Ability Scores
STR
8
(-1)
DEX
12
(+1)
CON
12
(+1)
INT
7
(-2)
WIS
10
(+0)
CHA
10
(+0)
SkillsStealth +3
SensesDarkvision 60 ft.; Passive Perception 10
LanguagesPrimordial (Ignan, Terran)
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage.
Actions
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4+1) Slashing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 6). Dexterity Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 7 (2d6) Fire damage. Success: Half damage.
Player
Creature
Magma Mephit
A small elemental
Magma Mephit
DM Only
CR 1/825 XP
Merfolk Skirmisher
Medium Elemental, Neutral
AC11
HP11 (2d8 + 2)
Speed10 ft, Swim 40 ft.
Ability Scores
STR
10
(+0)
DEX
13
(+1)
CON
12
(+1)
INT
11
(+0)
WIS
14
(+2)
CHA
12
(+1)
SkillsNone listed
SensesPassive Perception 12
LanguagesCommon, Primordial (Aquan)
Amphibious. The merfolk can breathe air and water.
Actions
Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk's hand immediately after a ranged attack.
Player
Creature
Merfolk Skirmisher
A medium elemental
Merfolk Skirmisher
DM Only
CR 2450 XP
Minotaur Skeleton
Large Undead, Lawful Evil
AC12
HP45 (6d10+12)
Speed40 ft
Ability Scores
STR
18
(+4)
DEX
11
(+0)
CON
15
(+2)
INT
6
(-2)
WIS
8
(-1)
CHA
5
(-3)
SensesDarkvision 60 ft.; Passive Perception 9
LanguagesUnderstands Abyssal but can't speak
Actions
Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6+4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.
Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10+4) Bludgeoning damage.
Player
Creature
Minotaur Skeleton
A large undead
Minotaur Skeleton
DM Only
CR 3700 XP
Mummy
Medium or Small Undead, Lawful Evil
AC11
HP58 (9d8+18)
Speed20 ft.
Ability Scores
STR
16
(+3)
DEX
8
(-1)
CON
15
(+2)
INT
6
(-2)
WIS
12
(+1)
CHA
12
(+1)
SensesDarkvision 60 ft.; Passive Perception 11
LanguagesCommon plus two other languages
Actions
Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare.
Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10+3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.
Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition until the end of the mummy's next turn. Success: The target is immune to this mummy's Dreadful Glare for 24 hours.
Player
Creature
Mummy
A medium or small undead
Mummy
DM Only
CR 1513000 XP
Mummy Lord
Medium or Small Undead (Cleric), Lawful Evil
AC17
HP187 (25d8+75)
Speed30 ft.
Ability Scores
STR
18
(+4)
DEX
10
(+0)
CON
17
(+3)
INT
11
(+0)
WIS
19
(+4)
CHA
16
(+3)
SkillsHistory +5, Perception +9, Religion +5
SensesTruesight 60 ft.; Passive Perception 19
LanguagesCommon plus three other languages
Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead.
Magic Resistance. The mummy has Advantage on saving throws against spells and other magical effects.
Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire.
Actions
Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare.
Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10+4) Bludgeoning damage plus 18 (4d8) Necrotic damage.
Channel Negative Energy. Ranged Attack Roll: +9, range 60 ft. Hit: 25 (6d6+4) Necrotic damage.
Dreadful Glare. Wisdom Saving Throw: DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6+4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy's next turn.
Spellcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
Player
Creature
Mummy Lord
A medium or small undead (cleric)
Mummy Lord
DM Only
CR 2450 XP
Ogre Zombie
Large Undead, Neutral Evil
AC8
HP85 (9d10 + 36)
Speed30 ft.
Ability Scores
STR
19
(+4)
DEX
6
(-2)
CON
18
(+4)
INT
3
(-4)
WIS
6
(-2)
CHA
5
(-3)
SkillsNone listed
SensesDarkvision 60 ft.; Passive Perception 8
LanguagesNone
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is Radiant or from a critical hit. On a successful save, the zombie drops to 1 Hit Point instead.
Actions
Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
Player
Creature
Ogre Zombie
A large undead
Ogre Zombie
DM Only
CR 1/2100 XP
Pirate
Medium or Small Humanoid, Neutral
AC14
HP33 (6d8+6)
Speed30 ft.
Ability Scores
STR
10
(+0)
DEX
16
(+3)
CON
12
(+1)
INT
8
(-1)
WIS
12
(+1)
CHA
14
(+2)
SkillsAthletics +5, Deception +4
SensesPassive Perception 11
LanguagesCommon
Actions
Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) Slashing damage.
Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4+3) Piercing damage.
Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn.
Player
Creature
Pirate
A medium or small humanoid
Pirate
DM Only
CR 41100 XP
Pirate Captain
Medium or Small Humanoid, Neutral
AC17
HP84 (13d8+26)
Speed30 ft.
Ability Scores
STR
10
(+0)
DEX
18
(+4)
CON
14
(+2)
INT
10
(+0)
WIS
14
(+2)
CHA
17
(+3)
SkillsAthletics +6, Deception +6, Intimidation +6, Perception +5
SensesPassive Perception 15
LanguagesCommon plus one other language
Captain's Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn.
Actions
Multiattack. The pirate makes two attacks, using Rapier or Pistol in any combination.
Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8+4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.
Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10+4) Piercing damage.
Player
Creature
Pirate Captain
A medium or small humanoid
Pirate Captain
DM Only
CR 2450 XP
Priest
Medium or Small Humanoid (Cleric), Neutral
AC13
HP27 (5d8+5)
Speed30 ft.
Ability Scores
STR
10
(+0)
DEX
10
(+0)
CON
12
(+1)
INT
13
(+1)
WIS
16
(+3)
CHA
13
(+1)
SkillsMedicine +7, Persuasion +3, Religion +4
SensesPassive Perception 13
LanguagesCommon plus one other language
Actions
Mace. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Bludgeoning damage.
Spellcasting. The priest casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):
Player
Creature
Priest
A medium or small humanoid (cleric)
Priest
DM Only
CR 41100 XP
Red Dragon Wyrmling
Medium Dragon (Chromatic), Chaotic Evil
AC17
HP75 (10d8+30)
Speed30 ft, Climb 30 ft., Fly 60 ft.
Ability Scores
STR
19
(+4)
DEX
10
(+0)
CON
17
(+3)
INT
12
(+1)
WIS
11
(+0)
CHA
15
(+2)
SkillsPerception +4, Stealth +2
SensesBlindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
LanguagesDraconic
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10+4) Slashing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage.
Player
Creature
Red Dragon Wyrmling
A medium dragon (chromatic)
Red Dragon Wyrmling
DM Only
CR 2450 XP
Rug of Smothering
Large Construct, Unaligned
AC12
HP33 (6d10)
Speed10 ft
Ability Scores
STR
17
(+3)
DEX
14
(+2)
CON
10
(+0)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
SensesBlindsight 60 ft.; Passive Perception 6
LanguagesNone
Actions
Smother. Melee Attack Roll: +5 , reach 5 ft . Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10(2d6+ 3) Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time.
Player
Creature
Rug of Smothering
A large construct
Rug of Smothering
DM Only
CR 1/2100 XP
Sahuagin Warrior
Medium Fiend, Lawful Evil
AC12
HP22 (4d8+4)
Speed30 ft, Swim 40 ft.
Ability Scores
STR
13
(+1)
DEX
11
(+0)
CON
12
(+1)
INT
12
(+1)
WIS
13
(+1)
CHA
9
(-1)
SkillsPerception +5
SensesDarkvision 120 ft.; Passive Perception 15
LanguagesSahuagin
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy.
Aquatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see.
Actions
Multiattack. The sahuagin makes two Claw attacks.
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4(1d6+1) Slashing damage.
Player
Creature
Sahuagin Warrior
A medium fiend
Sahuagin Warrior
DM Only
CR 00 XP
Shrieker Fungus
Medium Plant, Unaligned
AC5
HP13 (3d8)
Speed5 ft
Ability Scores
STR
1
(-5)
DEX
1
(-5)
CON
10
(+0)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
SensesBlindsight 30 ft.; Passive Perception 6
LanguagesNone
Actions
Player
Creature
Shrieker Fungus
A medium plant
Shrieker Fungus
DM Only
CR 2450 XP
Silver Dragon Wyrmling
Medium Dragon (Metallic), Lawful Good
AC17
HP45 (6d8 + 18)
Speed30 ft, Fly 60 ft.
Ability Scores
STR
19
(+4)
DEX
10
(+0)
CON
17
(+3)
INT
12
(+1)
WIS
11
(+0)
CHA
15
(+2)
SkillsPerception +4, Stealth +2
SensesBlindsight 10 ft, Darkvision 60 ft; Passive Perception 14
LanguagesDraconic
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Player
Creature
Silver Dragon Wyrmling
A medium dragon (metallic)
Silver Dragon Wyrmling
DM Only
CR 1/450 XP
Skeleton
Medium Undead, Lawful Evil
AC14
HP13 (2d8+4)
Speed30 ft
Ability Scores
STR
10
(+0)
DEX
16
(+3)
CON
15
(+2)
INT
6
(-2)
WIS
8
(-1)
CHA
5
(-3)
SensesDarkvision 60 ft.; Passive Perception 9
LanguagesUnderstands Common plus one other language but can't speak
Actions
Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) Piercing damage.
Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6(1d6+3) Piercing damage.
Player
Creature
Skeleton
A medium undead
Skeleton
DM Only
CR 117200 XP
Sphinx of Lore
Large Celestial, Lawful Neutral
AC17
HP170 (20d10+60)
Speed40 ft, Fly 60 ft.
Ability Scores
STR
18
(+4)
DEX
15
(+2)
CON
16
(+3)
INT
18
(+4)
WIS
18
(+4)
CHA
18
(+4)
SkillsArcana +12, History +12, Perception +8, Religion +12
SensesTruesight 120 ft.; Passive Perception 18
LanguagesCelestial, Common
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The sphinx makes three Claw attacks.
Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6+4) Slashing damage.
Mind-Rending Roar (Recharge 5-6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
Player
Creature
Sphinx of Lore
A large celestial
Sphinx of Lore
DM Only
CR 1718000 XP
Sphinx of Valor
Large Celestial, Lawful Neutral
AC17
HP199 (19d10+95)
Speed40 ft, Fly 60 ft.
Ability Scores
STR
22
(+6)
DEX
10
(+0)
CON
20
(+5)
INT
16
(+3)
WIS
23
(+6)
CHA
18
(+4)
SkillsArcana +9, Perception +12, Religion +15
SensesTruesight 120 ft.; Passive Perception 22
LanguagesCelestial, Common
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6+6) Slashing damage.
Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):
First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute.
Second Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Third Roar. Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
Player
Creature
Sphinx of Valor
A large celestial
Sphinx of Valor
DM Only
CR 1200 XP
Sphinx of Wonder
Tiny Celestial, Lawful Good
AC13
HP24 (7d4+7)
Speed20 ft, Fly 40 ft.
Ability Scores
STR
6
(-2)
DEX
17
(+3)
CON
13
(+1)
INT
15
(+2)
WIS
12
(+1)
CHA
11
(+0)
SkillsArcana +4, Religion +4, Stealth +5
SensesDarkvision 60 ft.; Passive Perception 11
LanguagesCelestial, Common
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4+3) Slashing damage plus 7 (2d6) Radiant damage.
Player
Creature
Sphinx of Wonder
A tiny celestial
Sphinx of Wonder
DM Only
CR 1/450 XP
Steam Mephit
Small Elemental, Neutral Evil
AC10
HP17 (5d6)
Speed30 ft, Fly 30 ft.
Ability Scores
STR
5
(-3)
DEX
11
(+0)
CON
10
(+0)
INT
11
(+0)
WIS
10
(+0)
CHA
12
(+1)
SkillsStealth +2
SensesDarkvision 60 ft.; Passive Perception 10
LanguagesPrimordial (Aquan, Ignan)
Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage.
Actions
Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage.
Steam Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire damage, and the target's Speed decreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage.
Player
Creature
Steam Mephit
A small elemental
Steam Mephit
DM Only
CR 3700 XP
Swarm of Crawling Claws
Medium Swarm of Tiny Undead, Neutral Evil
AC12
HP49 (11d8)
Speed30 ft, Climb 30 ft .
Ability Scores
STR
14
(+2)
DEX
14
(+2)
CON
11
(+0)
INT
5
(-3)
WIS
10
(+0)
CHA
4
(-3)
SensesBlindsight 30 ft.; Passive Perception 10
LanguagesUnderstands Common but can't speak
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points.
Actions
Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft . Hit: 20(4d8+2) Necrotic damage, or 11 (2d8+2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition.
Player
Creature
Swarm of Crawling Claws
A medium swarm of tiny undead
Swarm of Crawling Claws
DM Only
CR 1/2100 XP
Tough
Medium or Small Humanoid, Neutral
AC12
HP32 (5d8 + 10)
Speed30 ft.
Ability Scores
STR
15
(+2)
DEX
12
(+1)
CON
14
(+2)
INT
10
(+0)
WIS
10
(+0)
CHA
11
(+0)
SkillsNone listed
SensesPassive Perception 10
LanguagesCommon
Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.
Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage.
Player
Creature
Tough
A medium or small humanoid
Tough
DM Only
CR 41100 XP
Tough Boss
Medium or Small Humanoid, Neutral
AC16
HP82 (11d8 + 33)
Speed30 ft.
Ability Scores
STR
17
(+3)
DEX
14
(+2)
CON
16
(+3)
INT
11
(+0)
WIS
10
(+0)
CHA
11
(+0)
SkillsNone listed
SensesPassive Perception 10
LanguagesCommon plus one other language
Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Multiattack. The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination.
Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage.
Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing damage.
Player
Creature
Tough Boss
A medium or small humanoid
Tough Boss
DM Only
CR 1/2100 XP
Troll Limb
Small Giant, Chaotic Evil
AC13
HP14 (4d6)
Speed20 ft.
Ability Scores
STR
18
(+4)
DEX
12
(+1)
CON
10
(+0)
INT
1
(-5)
WIS
9
(-1)
CHA
1
(-5)
SkillsNone listed
SensesDarkvision 60 ft.; Passive Perception 9
LanguagesNone
Regeneration. The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate.
Troll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away.
Actions
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage.
Player
Creature
Troll Limb
A small giant
Troll Limb
DM Only
CR 1310000 XP
Vampire
Medium or Small Undead, Neutral Evil
AC17
HP150 (20d8 + 60)
Speed40 ft, Climb 40 ft.
Ability Scores
STR
18
(+4)
DEX
18
(+4)
CON
18
(+4)
INT
17
(+3)
WIS
15
(+2)
CHA
18
(+4)
SkillsPerception +7, Stealth +9
SensesDarkvision 120 ft.; Passive Perception 17
LanguagesCommon plus two other languages
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can't enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Charm (Recharge 5-6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.
Shape-Shift. If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft, Fly Speed 30 ft) or a Medium cloud of mist (Speed 5 ft, Fly Speed 20 ft [hover]), or it returns to its vampire form. Anything it is wearing transforms with it. While in bat form, the vampire can't speak. Its game statistics, other than its size and Speed, are unchanged. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.
Actions
Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control.
Player
Creature
Vampire
A medium or small undead
Vampire
DM Only
CR 3700 XP
Vampire Familiar
Medium or Small Humanoid, Neutral Evil
AC15
HP65 (10d8 + 20)
Speed30 ft, Climb 30 ft.
Ability Scores
STR
17
(+3)
DEX
16
(+3)
CON
15
(+2)
INT
10
(+0)
WIS
10
(+0)
CHA
14
(+2)
SkillsPerception +4, Persuasion +4, Stealth +7
SensesDarkvision 60 ft.; Passive Perception 14
LanguagesCommon plus one other language
Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through the familiar's senses.
Deathless Agility. The familiar takes the Dash or Disengage action.
Actions
Multiattack. The familiar makes two Umbral Dagger attacks.
Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.
Player
Creature
Vampire Familiar
A medium or small humanoid
Vampire Familiar
DM Only
CR 51800 XP
Vampire Spawn
Medium or Small Undead, Neutral Evil
AC16
HP90 (12d8 + 36)
Speed30 ft.
Ability Scores
STR
16
(+3)
DEX
16
(+3)
CON
16
(+3)
INT
11
(+0)
WIS
10
(+0)
CHA
12
(+1)
SkillsPerception +3, Stealth +6
SensesDarkvision 60 ft.; Passive Perception 13
LanguagesCommon plus one other language
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can't enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes two Claw attacks and uses Bite.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage.
Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control.
Player
Creature
Vampire Spawn
A medium or small undead
Vampire Spawn
DM Only
CR 1/450 XP
Violet Fungus
Medium Plant, Unaligned
AC5
HP18 (4d8)
Speed5 ft
Ability Scores
STR
3
(-4)
DEX
1
(-5)
CON
10
(+0)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
SensesBlindsight 30 ft.; Passive Perception 6
LanguagesNone
Actions
Multiattack. The fungus makes two Rotting Touch attacks.
Rotting Touch. Melee Attack Roll: +2, reach 10 ft . Hit: 4 (1d8) Necrotic damage.
Player
Creature
Violet Fungus
A medium plant
Violet Fungus
DM Only
CR 1/2100 XP
Warhorse Skeleton
Large Undead, Lawful Evil
AC13
HP22 (3d10+6)
Speed60 ft
Ability Scores
STR
18
(+4)
DEX
12
(+1)
CON
15
(+2)
INT
2
(-4)
WIS
8
(-1)
CHA
5
(-3)
SensesDarkvision 60 ft.; Passive Perception 9
LanguagesNone
Actions
Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6+4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.
Player
Creature
Warhorse Skeleton
A large undead
Warhorse Skeleton
DM Only
CR 1/825 XP
Warrior Infantry
Medium or Small Humanoid, Neutral
AC13
HP11 (2d8 + 2)
Speed30 ft.
Ability Scores
STR
13
(+1)
DEX
11
(+0)
CON
12
(+1)
INT
8
(-1)
WIS
11
(+0)
CHA
8
(-1)
SkillsNone listed
SensesPassive Perception 10
LanguagesCommon
Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.
Player
Creature
Warrior Infantry
A medium or small humanoid
Warrior Infantry
DM Only
CR 3700 XP
Warrior Veteran
Medium or Small Humanoid, Neutral
AC17
HP65 (10d8 + 20)
Speed30 ft.
Ability Scores
STR
16
(+3)
DEX
13
(+1)
CON
14
(+2)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
SkillsAthletics +5, Perception +2
SensesPassive Perception 12
LanguagesCommon plus one other language
Actions
Multiattack. The warrior makes two Greatsword or Heavy Crossbow attacks.
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage.
Player
Creature
Warrior Veteran
A medium or small humanoid
Warrior Veteran
DM Only
CR 20 XP
White Dragon Wyrmling
Medium Dragon (Chromatic), Chaotic Evil
AC16
HP32 (5d8 + 10)
Speed30 ft, Burrow 15 ft., Fly 60 ft., Swim 30 ft.
Ability Scores
STR
14
(+2)
DEX
10
(+0)
CON
14
(+2)
INT
5
(-3)
WIS
10
(+0)
CHA
11
(+0)
SkillsPerception +4, Stealth +2
SensesBlindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
LanguagesDraconic
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement.
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage.
Player
Creature
White Dragon Wyrmling
A medium dragon (chromatic)
White Dragon Wyrmling
DM Only
CR 72900 XP
Young Black Dragon
Large Dragon (Chromatic), Chaotic Evil
AC18
HP127 (15d10+45)
Speed40 ft, Fly 80 ft ., Swim 40 ft .
Ability Scores
STR
19
(+4)
DEX
14
(+2)
CON
17
(+3)
INT
12
(+1)
WIS
11
(+0)
CHA
15
(+2)
SkillsPerception +6 , Stealth +5
SensesBlindsight 30 ft ., Darkvision 120 ft.; Passive Perception 16
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7 , reach 10 ft . Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 14, each creature in a 30 -foot-long, 5 -foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage.
Player
Creature
Young Black Dragon
A large dragon (chromatic)
Young Black Dragon
DM Only
CR 95000 XP
Young Blue Dragon
Large Dragon (Chromatic), Lawful Evil
AC18
HP152 (16d10 + 64)
Speed40 ft, Burrow 20 ft ., Fly 80 ft .
Ability Scores
STR
21
(+5)
DEX
10
(+0)
CON
19
(+4)
INT
14
(+2)
WIS
13
(+1)
CHA
17
(+3)
SkillsPerception +9 , Stealth +4
SensesBlindsight 30 ft ., Darkvision 120 ft .; Passive Perception 19
LanguagesCommon, Draconic
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +9 , reach 10 ft . Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage.
Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 16, each creature in a 60 -foot-long, 5 -foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage.
Player
Creature
Young Blue Dragon
A large dragon (chromatic)
Young Blue Dragon
DM Only
CR 62300 XP
Young Brass Dragon
Large Dragon (Metallic), Chaotic Good
AC17
HP110 (13d10+39)
Speed40 ft. , Burrow 20 ft ., Fly 80 ft .
Ability Scores
STR
19
(+4)
DEX
10
(+0)
CON
17
(+3)
INT
12
(+1)
WIS
11
(+0)
CHA
15
(+2)
SkillsPerception +6 , Stealth +3
SensesBlindsight 30 ft ., Darkvision 120 ft .; Passive Perception 16
LanguagesCommon, Draconic
Actions
Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath.
Rend. Melee Attack Roll: +7 , reach 10 ft . Hit: 15 (2d10 + 4) Slashing damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 14, each creature in a 40 -foot-long, 5 -foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC 14, each creature in a 30 -foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Player
Creature
Young Brass Dragon
A large dragon (metallic)
Young Brass Dragon
DM Only
CR 83900 XP
Young Bronze Dragon
Large Dragon (Metallic), Lawful Good
AC17
HP142 (15d10 + 60)
Speed40 ft, Fly 80 ft ., Swim 40 ft .
Ability Scores
STR
21
(+5)
DEX
10
(+0)
CON
19
(+4)
INT
14
(+2)
WIS
13
(+1)
CHA
17
(+3)
SkillsInsight +4 , Perception +7 , Stealth +3
SensesBlindsight 30 ft ., Darkvision 120 ft .; Passive Perception 17
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath.
Rend. Melee Attack Roll: +8 , reach 10 ft . Hit: 16 (2d10 +5 ) Slashing damage.
Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 15, each creature in a 60 -foot-long, 5 -foot-wide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 15, each creature in a 30 -foot Cone. Failure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition.
Player
Creature
Young Bronze Dragon
A large dragon (metallic)
Young Bronze Dragon
DM Only
CR 72900 XP
Young Copper Dragon
Large Dragon (Metallic), Chaotic Good
AC17
HP119 (14d10+42)
Speed40 ft, Climb 40 ft ., Fly 80 ft .
Ability Scores
STR
19
(+4)
DEX
12
(+1)
CON
17
(+3)
INT
16
(+3)
WIS
13
(+1)
CHA
15
(+2)
SkillsDeception +5, Perception +7, Stealth +4
SensesBlindsight 30 ft ., Darkvision 120 ft .; Passive Perception 17
LanguagesCommon, Draconic
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath.
Rend. Melee Attack Roll: +7 , reach 10 ft . Hit: 15 (2d10 +4 ) Slashing damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 14, each creature in a 40 -foot-long, 5 -foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
Player
Creature
Young Copper Dragon
A large dragon (metallic)
Young Copper Dragon
DM Only
CR 105900 XP
Young Gold Dragon
Large Dragon (Metallic), Lawful Good
AC18
HP178 (17d10 + 85)
Speed40 ft, Fly 80 ft., Swim 40 ft.
Ability Scores
STR
23
(+6)
DEX
14
(+2)
CON
21
(+5)
INT
16
(+3)
WIS
13
(+1)
CHA
20
(+5)
SkillsInsight +5, Perception +9, Persuasion +9, Stealth +6
SensesBlindsight 30 ft., Darkvision 120 ft.; Passive Perception 19
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 17, each creature that isn't currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Player
Creature
Young Gold Dragon
A large dragon (metallic)
Young Gold Dragon
DM Only
CR 83900 XP
Young Green Dragon
Large Dragon (Chromatic), Lawful Evil
AC18
HP136 (16d10 + 48)
Speed40 ft., Fly 80 ft., Swim 40 ft.
Ability Scores
STR
19
(+4)
DEX
12
(+1)
CON
17
(+3)
INT
16
(+3)
WIS
13
(+1)
CHA
15
(+2)
SkillsDeception +5, Perception +7, Stealth +4
SensesBlindsight 30 ft., Darkvision 120 ft.; Passive Perception 17
LanguagesCommon, Draconic
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage.
Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage.
Player
Creature
Young Green Dragon
A large dragon (chromatic)
Young Green Dragon
DM Only
CR 105900 XP
Young Red Dragon
Large Dragon (Chromatic), Chaotic Evil
AC18
HP178 (17d10+85)
Speed40 ft, Climb 40 ft., Fly 80 ft.
Ability Scores
STR
23
(+6)
DEX
10
(+0)
CON
21
(+5)
INT
14
(+2)
WIS
11
(+0)
CHA
19
(+4)
SkillsPerception +8, Stealth +4
SensesBlindsight 30 ft., Darkvision 120 ft.; Passive Perception 18
LanguagesCommon, Draconic
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6+6) Slashing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage.
Player
Creature
Young Red Dragon
A large dragon (chromatic)
Young Red Dragon
DM Only
CR 95000 XP
Young Silver Dragon
Large Dragon (Metallic), Lawful Good
AC18
HP168 (16d10 + 80)
Speed40 ft, Fly 80 ft.
Ability Scores
STR
23
(+6)
DEX
10
(+0)
CON
21
(+5)
INT
14
(+2)
WIS
11
(+0)
CHA
19
(+4)
SkillsHistory +6, Perception +8, Stealth +4
SensesBlindsight 30 ft, Darkvision 120 ft; Passive Perception 18
LanguagesCommon, Draconic
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Player
Creature
Young Silver Dragon
A large dragon (metallic)
Young Silver Dragon
DM Only
CR 60 XP
Young White Dragon
Large Dragon (Chromatic), Chaotic Evil
AC17
HP123 (13d10 + 52)
Speed40 ft, Burrow 20 ft., Fly 80 ft., Swim 40 ft.
Ability Scores
STR
18
(+4)
DEX
10
(+0)
CON
18
(+4)
INT
6
(-2)
WIS
11
(+0)
CHA
12
(+1)
SkillsPerception +6, Stealth +3
SensesBlindsight 30 ft., Darkvision 120 ft.; Passive Perception 16
LanguagesCommon, Draconic
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage.
Player
Creature
Young White Dragon
A large dragon (chromatic)
Young White Dragon
DM Only
CR 1/450 XP
Zombie
Medium Undead, Neutral Evil
AC8
HP22 (3d8 + 9)
Speed20 ft.
Ability Scores
STR
13
(+1)
DEX
6
(-2)
CON
16
(+3)
INT
3
(-4)
WIS
6
(-2)
CHA
5
(-3)
SkillsNone listed
SensesDarkvision 60 ft.; Passive Perception 8
LanguagesNone
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is Radiant or from a critical hit. On a successful save, the zombie drops to 1 Hit Point instead.
Actions
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage.
Player
Creature
Zombie
A medium undead
Zombie