Sample file Legendary Bestiary 2 - Version 1.0 Authors: Christopher Walz, Christian Eichhorn Editor: Christopher Walz Layout: Christian Eichhorn Art: Wizards of the Coast

SampleDUNGEONS & , D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the ampersand,file Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Christopher Walz and Christian Eichhorn and published under the Community Content Agreement for Dungeon Masters Guild. Some artwork © 2015 Dean Spencer, used with permission. All rights reserved CONTENTS

INTRODUCTION Chuul...... 12 Couatl...... 12 How to Use This Book...... 5 ...... 12 Design and Challenge Ratings...... 5 Ettin...... 13 EBERRON: RISING FROM THE LAST WAR Flameskull...... 13 Ghost...... 13 Challenge Rating 5...... 6 Gnoll Fang of Yeenoghu...... 13 Bone Knight...... 6 Helmed Horror...... 13 Living Lightning Bolt...... 6 Lamia...... 14 Zakya Rakshasa...... 6 Lizard King/Queen...... 14 Challenge Rating 6...... 6 Orc War Chief...... 14 Dusk Hag...... 6 Red Dragon Wyrmling...... 14 GUILDMASTER'S GUIDE TO RAVNICA Shadow Demon...... 15 Succubus/Incubus...... 15 Challenge Rating 4...... 7 Wereboar...... 15 Blistercoil Weird...... 7 Weretiger...... 15 Cosmotronic Blastseeker...... 7 Kraul Death Priest...... 7 Challenge Rating 5...... 16 Air Elemental...... 16 Mind Drinker Vampire...... 8 Barbed Devil...... 16 Reckoner...... 8 Barlgura...... 16 Challenge Rating 5...... 8 Beholder Zombie...... 17 Battleforce Angel...... 8 Bulette...... 17 Felidar...... 9 Cambion...... 17 Flux Blastseeker...... 9 Drow Elite Warrior...... 17 Galvanic Blastseeker...... 9 Earth Elemental...... 18 Golgari Shaman...... 9 Fire Elemental...... 18 Mind Mage...... 9 Flesh Golem...... 18 Challenge Rating 6...... 10 Giant Crocodile...... 18 Bloodfray Giant...... 10 Giant Shark...... 19 Category 2 Krasis...... 10 Gladiator...... 19 Lawmage...... 10 Gorgon...... 19 Orzhov Giant...... 10 Half-Red Dragon Veteran...... 19 Undercity Medusa...... 10 Hill Giant...... 20 MONSTER MANUAL Mezzoloth...... 20 SampleNight Hag...... file20 Challenge Rating 4...... 11 Otyugh...... 21 Banshee...... 11 Red Slaad...... 21 Black Pudding...... 11 Revenant...... 21 Bone Naga...... 12 3 Roper...... 22 Kruthik Hive Lord...... 33 Sahuagin Baron...... 22 Oaken Bolter...... 33 Salamander...... 22 Star Spawn Mangler...... 33 Shambling Mound...... 23 Challenge Rating 6...... 33 Triceratops...... 23 Duergar Warlord...... 33 Troll...... 23 White Abishai...... 33 Umber Hulk...... 24 Vampire Spawn...... 24 VOLO'S GUIDE TO MONSTERS

Water Elemental...... 24 Challenge Rating 4...... 34 Werebear...... 24 Babau...... 34 Wraith...... 25 Barghest...... 34 Xorn...... 25 Girallon...... 35 Young Remorhaz...... 25 Hobgoblin Devastator...... 35 Neogi Master...... 35 Challenge Rating 6...... 26 Chasme...... 26 Orc Blade of Ilneval...... 35 Chimera...... 26 Stegosaurus...... 36 Cyclops...... 26 Warlock of the Archfey...... 36 Drider...... 26 Yeth Hound...... 36 Galeb Duhr...... 27 Yuan-ti Mind Whisperer...... 36 Githzerai Zerth...... 27 Yuan-ti Nightmare Speaker...... 36

Hobgoblin Warlord...... 28 Challenge Rating 5...... 37 Invisible Stalker...... 28 Banderhobb...... 37 Kuo-toa Archpriest...... 28 Brontosaurus...... 37 Mage...... 28 Catoblepas...... 38 Mammoth...... 28 Enchanter...... 38 Medusa...... 29 Kraken Priest...... 39 Vrock...... 29 Master Thief...... 39 ...... 29 Mindwitness...... 39 Young Brass Dragon...... 29 Spawn of Kyuss...... 39 Young White Dragon...... 29 Swarm of Cranium Rats...... 39 Deathlock...... 30 Tanarukk...... 39 Dybbuk...... 30 Tlincalli...... 40 MORDENKAINEN'S TOME OF FOES Transmuter...... 40 Wood Woad...... 40 Challenge Rating 4...... 30 Yuan-ti Pit Master...... 40 Iron Cobra...... 31 Challenge Rating 6...... 41 Merregon...... 31 Annis Hag...... 41 Ogre Battering Ram...... 31 Bodak...... 41 Stone DefenderSample...... 31 file Conjurer...... 41 Challenge Rating 5...... 32 Gauth...... 42 Adult Oblex...... 32 Mouth of Grolantor...... 42 Allip...... 32 Warlock of the Great Old One...... 42 4 INTRODUCTION

egendary actions are one of the coolest, of them, or even add to a planned encounter on the most memorable aspects of fifth edition fly. The latter option is particularly great if the player L for me. As a DM, they allow you to make characters have blown through what you thought dynamic choices throughout a combat round, not just were some really challenging encounters and you still relying on a single action to make a huge impact. This want to test their mettle. element of unpredictability keeps the more tactics- minded players guessing as well, which is likely a big DESIGN AND CHALLENGE RATINGS reason they come to the table. As we worked through this project, we wanted to Fifth edition’s legendary actions address one of hold ourselves to a few design constraints, which I the biggest problems in previous editions: ‘big bads’ hope we have successfully delivered: often needed a lot of minions to survive more than a Ù couple of rounds against cunning players. This never Ù When possible, creatures should have a felt quite right for every ‘boss’ encounter; sometimes mix of low- and high-impact legendary actions. a creature is solitary and should be fearsome on their These range from simply moving to a whole new own. mechanic for the creature. Ù We wanted to take this concept and apply it to a Ù Deliver on the theme of the existing creature; wider range of creatures. It certainly makes sense a legendary berbalang should not become a huge that an ancient dragon could be ‘legendary,’ but why hulking brute. not a mage who has errected a black tower in the Adding legendary actions to a lower-CR creature hills, terrorizing villages and travelers alike? You certainly makes for a more difficult encounter. We can take a simple mage and turn them into Ugon have not recommended a specific CR increase, but the Doom of Beregost, an NPC the characters can if you use traditional XP for character advancement, form a story around. Adding legendary actions to you may want to consider offering an additional 50% low-CR creatures makes them truly memorable and or so XP for defeating a . it surprises veteran players who have memorized the You may also decide to introduce one of these existing ones. legendary creatures to a higher-level party than their CR would typically merit. If you do this, you may HOW TO USE THIS BOOK want to consider raising the creatures AC, hit points, attack modifier, or spell save DC. There’s a great We wanted this book to be as easy to use at the ‘cheat sheet’ for that on the Blog of Holding, which table as possible. You get exactly what is on the you can find here: Blog of Holding tin: legendary action options for CR 4–6 monsters and NPCs from the Monster Manual, Volo’s Guide to We hope you enjoy what’s inside, and thank you for MonstersSample, Mordenkainen’s Tome of Foes as well as the your support! file setting guides Guildmasters’ Guide to Ravnica and Eberron: Rising from the Last War. You can either look Christopher and Christian up a creature ahead of time and create a ‘boss’ version 5 EBERRON: RISING FROM THE LAST WAR

CHALLENGE RATING 5 ZAKYA RAKSHASA Kicker (Costs 2 Actions). The rakshasa moves up to The monster can take 3 legendary actions, choosing 10 feet and kicks an item on the ground 20 feet in a from the options below. Only one legendary action direction of its choice. option can be used at a time and only at the end of another creature's turn. The monster regains spent Recharge. Roll a d6. On a roll of 6, the rakshasa legendary actions at the start of its turn. regains the use of its shield spell. BONE KNIGHT Violent Shield Bash. The rakshasa attacks a creature with its shield (+7 to hit). On a hit, the creature falls Dread Sense (Costs 3 Actions). Until the end of the prone. Additionally, the creature must succeed on knight’s next turn, it knows the location of any living a DC 15 Constitution saving throw or can’t take creature within 60 feet of it that is not behind total reactions until the end of its next turn. cover. Pawn Sacrifice (Costs 2 Actions). The knight CHALLENGE RATING 6 sacrifices one undead under its command which falls to dust. The knight chooses one of the following The monster can take 3 legendary actions, choosing options: from the options below. Only one legendary action option can be used at a time and only at the end of ÙÙ It regains a 1st-level spell slot. another creature's turn. The monster regains spent ÙÙ It gains temporary hit points equal to the legendary actions at the start of its turn. undead creature’s remaining hit points. ÙÙ Until the start of its next turn, creatures DUSK HAG attacking the knight with a melee weapon take 2 Chill Touch. The hag innately casts the chill touch (1d4) necrotic damage. cantrip (+7 to hit), requiring no components. Reposition. The knight moves up to its speed but Dark Prophecy (Costs 3 Actions). The hag whispers must end its turn within 5 feet of an allied undead maddening prophecies into the minds of her enemies. creature. A creature within 10 feet of the hag must succeed on LIVING LIGHTNING BOLT a DC 15 Intelligence saving throw or take 11 (2d10) psychic damage and is frightened of the hag for 1 Lightning Quick. The living spell Disengages and minute. The target can repeat the saving throw at the moves up to its speed. end of its turn, ending the effect on itself on a success. Magical Stun (Costs 2 Actions). The living spell Slumber (Costs 2 Actions). A creature within 15 of the makes a special Magical Strike attack that deals no hag that it can see must succeed on a DC 15 Wisdom damage. On a hit, the target must succeed on a DC 15 saving throw or fall unconscious. The target regains Constitution saving throw or is paralyzed until the consciousness at the end of its next turn or when a end of itsSample next turn. file creature uses its action to shake it awake. Minor Mimicri. The living spell innately casts the shocking grasp cantrip (+7 to hit), requiring no components. 6 GUILDMASTER'S GUIDE TO RAVNICA

"As the Living Guildpact, I must face many threats and challenges. I want to catalog some of the more unique threats I have faced, so that whomever safeguards Ravnica after my death, does not need to go in blind." — Jace Beleren

CHALLENGE RATING 4 COSMOTRONIC BLASTSEEKER High-Risk Recovery. The blastseeker rolls on The monster can take 3 legendary actions, choosing the sorcerer’s Wild Magic Surge table (see Player’s from the options below. Only one legendary action Handbook) and regains the use of its Tides of Chaos option can be used at a time and only at the end of feature. another creature's turn. The monster regains spent legendary actions at the start of its turn. The Smell of Napalm. If the blastseeker has received fire damage since the beginning of its last turn, it BLISTERCOIL WEIRD gains 11 (2d10) temporary hit points. Conversion. The weird decreases in size by one Reload (Costs 3 Actions). The blastseeker regains one category to a minimum of Tiny. It gains 11 (2d10) use of its scorching ray. temporary hit points. KRAUL DEATH PRIEST Steam Jump (Costs 2 Actions). The weird produces an explosion of steam below its feet and jumps up to Hasten the Cycle (Costs 3 Actions). The kraul expends 40 feet in a direction of its choice without provoking its use of the animate dead spell and creates up to opportunity attacks. Creatures within 5 feet of the three undead servants, as per the animate dead spell. take-off point that are not resistant to fire damage The undead servants crumble and fall to dust after 1 take 1 fire damage. minute. Steam Vortex. A line of steam 15 feet long and 5 Rotting Touch (Costs 2 Actions). The kraul casts the feet wide blasts from the weird in a direction of its chill touch cantrip. If the spell attack hits, the kraul choice. Each creature that starts its turn in the line can expend a number of temporary hit points of must succeedSample on a Strength saving throw or take 7 its choice, increasing the cantrip’sfile damage by the (2d6) fire damage and is pushed 10 feet away from the expended amount. weird in a direction following the line. Toxic Fumes. The kraul casts the poison spray cantrip. If the target fails its saving throw, it is also poisoned until the end of its next turn. 7 MIND DRINKER VAMPIRE

RECKONER

MIND DRINKER VAMPIRE CHALLENGE RATING 5 From Beyond (Costs 2 Actions). The vampire The monster can take 3 legendary actions, choosing summons a spirit from beyond the grave adjacent to from the options below. Only one legendary action a creature within 30 feet of the vampire. The spirit option can be used at a time and only at the end of makes an Unarmed Strike, per the vampire’s stat another creature's turn. The monster regains spent block. The spirit vanishes at the end of the vampire’s legendary actions at the start of its turn. next turn. Into Darkness. If it can end the turn in dim light or BATTLEFORCE ANGEL darkness, the vampire moves up to its speed and takes Advance! A creature within 30 feet of the angel that the Hide action. can hear it uses its reaction to move up to its speed Mindmaster. The vampire rolls to recharge its Mind towards a hostile creature. Siphon. Die by Fire! The angel innately casts the sacred flame RECKONER cantrip (save DC 14), requiring no components. Stand and Fight! The angel chooses an allied Backlash Recharge. The reckoner rolls to recharge its creature within 15 of it that can hear it. The target Lightning Backlash reaction. gains 4 temporary hit points. Additionally, the Shock Trooper (Costs 2 Actions). The reckoner target has advantage on saving throws against the moves up to its speed towards a creature, provided it frightened condition until the end of its next turn. comes into melee range with the target, and makes a Longsword attack with disadvantage. If the attack hits, it deals an additional 7 (2d6) lightning damage. Warding Sign. The reckoner casts the blade ward cantrip.

What a glorious battle unfolded in the skies above Ravnica. Demons clashed with angels, noble rocs battled with mutated drakes.

When the evil creatures lay defeated on the Sampleground, Shaltar made the file rounds and beheaded every last one. Dirty work, but it must be done. 8 Shaltar FELIDAR feet. The blastseeker can crash into one creature in its path, which must make a DC 15 Strength saving Double Strike (Costs 2 Actions). If the felidar’s bond throw. On a failed save, the creature takes 14 (4d6) partner is within 5 feet of a creature, the felidar bludgeoning damage, falls prone, and the blastseeker makes a Claw attack against the creature. continues on its path. On a successful save, the Strength in Unity. If the felidar’s bond partner is blastseeker takes 5 bludgeoning damage and stops. within 5 of it, the felidar and its partner each gain 4 (1d8) temporary hit points. GOLGARI SHAMAN Reposition. The felidar moves up to half of its speed. Death Pact (Costs 2 Actions). A creature within If it ends the turn within 5 feet of its bond partner, it 30 feet of the shaman must succeed on a DC 14 takes the Help action, giving the partner advantage Charisma saving throw or become linked to the on its next melee attack. shaman’s life force. Until the end of the shaman’s next FLUX BLASTSEEKER turn, if the shaman takes damage, the linked creature takes an equal amount of necrotic damage. Prepare. Until the end of the blastseeker’s next turn, Debilitating Fumes (Costs 2 Actions). The shaman if the blastseeker is subjected to an effect that allows casts the poison spray cantrip. If the target fails its it to make a Dexterity saving throw to take only half saving throw, it is also paralyzed until the end of its damage, it instead takes no damage if it succeeds on next turn. the saving throw, and only half damage if it fails. Hasten the Cycle (Costs 3 Actions). The shaman Punish the Banished (Costs 2 Actions). A creature expends two 3rd-level spell slots and creates up to banishment banished by the blastseeker’s must succeed three undead servants as per the animate dead spell. on a DC 16 Constitution saving throw or take 10 The undead servants crumble and fall to dust after 1 (3d6) cold damage, as the blastseeker draws heat minute. energy from the dimension. Reload (Costs 3 Actions). The blastseeker regains one MIND MAGE use of its scorching ray. Confuse (Costs 2 Actions). The mage chooses a GALVANIC BLASTSEEKER creature within 30 feet of it that it can see. The target must succeed on a DC 16 Intelligence saving throw High-Risk Recharge. Roll a die. On an even number, or has disadvantage on attack rolls against the mage the blastseeker recharges its Izzet gear and regains until the end of its next turn. Additionally, the mage all uses of its lightning bolt. On an odd number, can choose to swap places in the initiative order with the blastseeker takes 7 (2d6) force damage from a the target. powerful recoil. Modify Memory (Costs 3 Actions). The mage chooses Pacemaker. The blastseeker charges its body in a creature within 30 of it that it can see and expends anticipation of its demise. If the blastseeker would fall its use of the modify memory spell. The creature must to 0 hit points before the end of its next turn, it can succeed on a DC 16 Intelligence saving throw or loses attempt a DC 10 Constitution saving throw, falling to access to all of its spell slots for 1 minute. 1 hit pointSample instead on a success. Modify Suggestion. The magefile suggests a new course Thundercharge (Costs 2 Actions). The blastseeker of action to one creature affected by its suggestion or expends one use of its thunderwave spell. It propels mass suggestion spells. The target must be able to hear itself forward with an explosion, moving up to 120 the mage. 9 CHALLENGE RATING 6 LAWMAGE Cantrip. The lawmage casts a cantrip. The monster can take 3 legendary actions, choosing from the options below. Only one legendary action Limited Authority (Costs 3 Actions). The lawmage option can be used at a time and only at the end of chooses a creature within 30 of it that it can see. The another creature's turn. The monster regains spent target must succeed on a DC 14 Intelligence saving legendary actions at the start of its turn. throw or can’t target the lawmage with attacks for 1 minute. The target can repeat the saving throw at the BLOODFRAY GIANT end of its turn, ending the effect on a success. Bum Rush (Costs 2 Actions). The giant moves up to its Veteran Arrester (Costs 2 Actions). The lawmage casts speed. If the giant moved at least 20 feet, it can barrel the command spell (save DC 14), choosing the grovel into a creature. The target must succeed on a DC option. 15 Dexterity saving throw or take 10 (3d6) piercing damage, is shoved 10 feet away from the giant in a ORZHOV GIANT direct line, and lands prone. Celebrate. If the giant has hit its focus since the end Fling. The giant flings a creature that it has of its last turn, it gains 11 (2d10) temporary hit points. grappled with its chain for 60 feet in a direction of its Focus the Focus (Costs 2 Actions). The giant makes a choice. The target must succeed on a DC 15 Dexterity Greataxe attack against its focus. saving throw or take 10 (3d6) bludgeoning damage Refocus. The giant changes its focus. from the impact. Light Up. The giant spits a flaming liquid in a UNDERCITY MEDUSA 15-foot cone originating from it. Creatures in the Digest (Costs 3 Actions). The medusa hurls bile in a affected area must succeed on a DC 15 Dexterity line that is 15 feet long and 5 feet wide. Creatures in saving throw or catch fire. A burning target takes 3 the affected area must make a DC 14 Dexterity saving (1d6) fire damage at the start of its turn. A creature throw. A target takes 14 (4d6) acid damage on a failed can use an action to douse the flames. save, or half as much damage on a successful one. A petrified creature hit by the attack immediately CATEGORY 2 KRASIS crumbles and the medusa gains 5 (1d10) temporary Cranium Growth. The krasis innately casts the hit points for each petrified creature destroyed in this vicious mockery cantrip telepathically (save DC 14), manner. requiring no verbal components. The cantrip deals 5 Lurk. The medusa moves up to 20 feet and takes the (2d4) psychic damage. Hide action. Hatchery (Costs 3 Actions). The krasis spawns 2 (1d4) Rotting Stench (Costs 2 Actions). Creatures within swarms of insects within 5 feet of it. The hatchlings 5 feet of the medusa must succeed on a DC 14 roll initiative and attack creatures other than the Constitution saving throw or take 7 (2d6) poison krasis. damage and are poisoned for 1 minute. A target can Thunder Sacks (Costs 2 Actions). The krasis innately repeat the saving throw at the end of its turns, ending casts theSample thunder wave spell (save DC 14), requiring no the effect on a success. file components.

10 MONSTER MANUAL

"You wouldn't believe how many monsters squirm, hunt, breed, and kill out there, in the untamed wilds. If you knew what I know, you would think it sheer madness to pick up a sword, leave the safety of the walls behind, and face these dark creatures. Let alone study them! Sometimes, I am amazed by my own bravado." — Volothamp Geddarm

CHALLENGE RATING 4 BLACK PUDDING Consume. The pudding attempts to grapple a Large The monster can take 3 legendary actions, choosing or smaller creature (escape DC 13) within 5 feet of it. from the options below. Only one legendary action If the grapple succeeds, the target takes 4 (1d8) acid option can be used at a time and only at the end of damage at the start of each of its turns. Creatures another creature's turn. The monster regains spent who take damage in this way are subject to armor legendary actions at the start of its turn. degradation as if they were hit by the pudding’s BANSHEE pseudopod. The pudding can only grapple one creature in this way. Disappear. The banshee Disengages and flies up to Corrosive Scoot. 20 feet. The pudding moves up to 10 feet. The area it moves through is coated in black slime for Frighteningly Charming (Costs 2 Actions). The 1 minute. Any creature who enters the area or starts banshee targets one creature that is frightened of their turn there takes 4 (1d8) acid damage. her within 30 feet that she can see. The target must Rapid Growth (Costs 2 Actions). succeed on a DC 13 Wisdom saving throw or become The pudding charmed by the banshee for 1 minute. The effect increases its size by one category, up to a maximum ends if the banshee or any of her allies do anything size of Huge, until the end of its next turn. harmful to the target. The charmed target believes the banshee is a beautiful elf and regards it as a friend. SPLITTING ACTIONS Horrifying Thoughts. A creature within 30 feet of SampleIf the black pudding hasfile used its Split reaction, the banshee that is frightened of her must succeed we recommend only allowing the original on a DC 13 Wisdom saving throw or take 7 (2d6) pudding to use its legendary actions, unless psychic damage. you want a really difficult encounter.

11 BONE NAGA Reposition. The couatl takes the Disengage action and moves up to half of its speed. Cantrip. The naga casts a cantrip. Constrict. The naga attempts to grapple (escape DC ELEPHANT 12) a creature within reach. Until this grapple ends, Never Forget. The elephant chooses a creature the target is restrained and the naga can’t grapple within 30 feet of it that it can see that has dealt another target. damage to it. The elephant attempts a DC 10 Eternal Guardians (Costs 1–3 Actions). The naga Intelligence check to remember the target for life. summons a skeleton into an unoccupied space Until the elephant dies, it has advantage on attack within 10 feet of it that it can see. The naga can spend rolls against the target. up to 3 legendary actions in this way, summoning a Throw. The elephant lobs a creature it has grappled number of skeletons equal to the actions spent. with its trunk 50 feet away from it. The target must CHUUL succeed on a DC 14 Dexterity (Acrobatics) check or take 9 (2d8) bludgeoning damage from the impact Psionic Shockwave (Costs 2 Actions). The chuul taps and land prone. If the target succeeds on the save, into the psychic bonds of its aboleth master, creating they do not land prone. a psionic shockwave. Creatures within 10 feet of Trunk Trap. the chuul must succeed on a DC 12 Wisdom saving The elephant attempts to grapple throw or be knocked prone. If a target fails the saving (escape DC 12) a target within 10 feet of it with its throw by 5 or more, they also take 7 (2d6) psychic trunk. damage. Relentless Assault. The chuul moves up to 30 feet Mogor toward a hostile creature it can see. Slam. If the chuul is grappling two creatures, it slams them together, dealing 3 (1d6) bludgeoning damage to both. The targets must succeed on a DC 13 Constitution saving throw or be stunned until the end of their next turn. COUATL Bountiful Harvest. The couatl casts the create food and water spell, spilling 45 pounds of hazelnuts on the ground, covering a 15-foot-square area. A creature moving across the covered area must succeed on a DC 14 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save. ReflectiveSample Shield. If the couatl is affected by the file shield spell, it improves its defenses. Until the end of its next turn, if the couatl is affected by the shield spell and a creature misses an attack against it, the creature instead deals the attack’s damage to themselves. 12 ETTIN ÙÙ Cast dancing lights. Double Bite. Both of the ettin’s heads attempt to ÙÙ Cast thaumaturgy. bite a creature within 10 feet of it. The target must ÙÙ Move up to 20 feet. If this movement passes succeed on a DC 14 Dexterity saving throw, made through a creature on the Material Plane, they take with disadvantage, or take 7 (2d6) piercing damage. 3 (1d6) cold damage. Constructs, elementals, and Double Think. The ettin argues with itself about undead are immune to this effect. the correct course of action. Roll a die. On an odd Pierce the Veil. The ghost enters the Ethereal Plane number, the ettin moves up to its speed. On an even or the Material Plane. number, the ettin takes the Dodge action. GNOLL FANG OF YEENOGHU Watch Duty. The ettin makes a Wisdom (Perception) check. Incite Bloodlust (Costs 1–2 Actions). The fang of Yeenoghu targets a gnoll it can see within 20 feet FLAMESKULL of it. The target can use their reaction to make an Cremate. The flameskull builds up energy inside attack. If the fang of Yeenoghu uses 2 legendary of it. If the flameskull drops to 0 hit points before actions, it can target an additional gnoll. the beginning of its next turn, it explodes. Creatures Demonic Ascension (Costs 1–2 Actions). The fang of within 10 feet of the flameskull must succeed on a Yeenoghu targets a hyena it can see within 20 feet of DC 14 Dexterity saving throw or take 14 (4d6) fire it. The target grotesquely transforms into a gnoll. If damage. the fang of Yeenoghu uses 2 legendary actions, it can Eternal Flames. Roll a d20. On a roll of 20, the target an additional hyena. flameskull regains its 3rd-level spell slot. Casting a Join the Fray. The gnoll moves up to 30 feet toward fireball spell with the regained spell slot deals 7 (2d6) a hostile creature. psychic damage to the flameskull. HELMED HORROR Scorching Mark. The flameskull focuses its burning eyes on a creature within 60 of it that it can see. The Arcane Conversion. If the helmed horror was target must succeed on a DC 12 Charisma saving targeted by a spell it is immune to since the beginning throw or suffers from vulnerability to fire damage of its last turn, the helmed horror can either regain 12 until the end of its next turn. A flaming mark appears (2d8 + 3) hit points or deal 7 (2d6) force damage in a on the target’s chest until the effect ends. 10-foot radius around itself. Tactical Retreat. The helmed horror Disengages and GHOST flies up to 15 feet. Deathly Chill. The temperature within a 30-foot- Weapon Bind. The helmed horror makes a melee radius sphere around the ghost drops by 10 degrees weapon attack against a target within 5 feet of it that until the start of the ghost’s next turn. Creatures is wielding a melee weapon. If the attack hits, it deals within the area can’t regain hit points until the start no damage but the helmed horror binds the weapon of the ghost’s next turn. Constructs, elementals, and and the target cannot attack with it unless they undead Sampleare immune to this effect. use an action to make a DCfile 14 Strength (Athletics) Ethereal Manifestation. While in the Ethereal Plane, or Dexterity (Sleight of Hand) check. The helmed the ghost can select one of the following actions. horror cannot attack with its longsword while it has a These actions affect the Material Plane. weapon bound. The helmed horror can end the bind on its turn without using an action. 13 LAMIA Beguile (Costs 2 Actions). The lamia chooses up to three allied creatures it can see within 30 feet of it. King Slizz The targets are affected by an illusion that makes them appear as the lamia and the lamia can swap places with one of the targets. The targets retain all of their own statistics and abilities, although intelligent creatures may choose to limit their ability use to maintain the deception. The illusion ends at the end of the lamia’s next turn. Feint. The lamia targets a creature within 30 feet of it that it can see, making a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If the lamia’s total exceeds the target’s, the lamia’s next attack roll against that target has advantage. Manipulate Illusion. The lamia moves an illusion ORC WAR CHIEF created by its major image spell. Blessing of Gruumsh. The next attack the orc makes LIZARD KING/QUEEN deals an additional 3 (1d6) damage. If the orc does not make an attack before the end of its next turn, it takes Reckless Abandon. Until the end of the lizardfolk’s 7 (2d6) psychic damage. next turn, the lizardfolk has advantage on all melee weapon attack rolls, but attack rolls against it have Challenge. The orc issues a challenge toward a target advantage. within 30 feet that can see and hear it. The target has advantage on attack rolls made against the orc but Spur Aggression (Costs 2 Actions). Allies within 15 disadvantage on all other attack rolls until the end of feet of the lizardfolk that can see and hear it can use their next turn. their reaction to make an attack. Frightening Fury (Costs 2 Actions). The orc makes a Trip. The lizardfolk attempts to trip a target within DC 15 Charisma (Intimidation) check. If it succeeds, 5 feet of it using its tail. The target must succeed on hostile creatures within 30 feet of the orc that can see a DC 13 Strength or Dexterity saving throw or fall and hear it must make a DC 13 Wisdom saving throw prone. or become frightened of the orc until the end of their next turn. King Slizz, known to his people as the RED DRAGON WYRMLING Destroyer of Warmbloods, hasn't seen a single day of peace during Deep Breaths. The dragon rolls to recharge its hisSample reign. Besides warring against breath weapon. file encroaching humans and training the Detect. The dragon makes a Wisdom (Perception) — next generation, he has nothing check. nothing that the humans haven't Retreat. The dragon uses the Disengage action and already stolen or despoiled. moves up to 20 feet. 14 SHADOW DEMON SUCCUBUS/INCUBUS Animate Shadow. The demon gives an area of Ethereal Jaunt (Costs 2 Actions). The fiend uses its darkness momentary life. The demon targets a dimly Etherealness action. lit area within 30 feet of it that it can see. The area Luring Gesture. The fiend targets one creature lashes out with a shadowy tendril, making a melee within 30 feet of it that it can see. The target must attack with a reach of 5 feet. The attack has +5 to hit succeed on a DC 15 Wisdom saving throw or use its and deals 5 (1d6 + 2) psychic damage. If the area is in reaction to move up to its speed toward the fiend. total darkness, the attack instead deals 7 (1d10 + 2) The target will not cross into terrain that is obviously psychic damage. harmful to it. This movement provokes opportunity Consume Umbra. If the demon is in total darkness, it attacks. gains 6 (1d8 + 2) temporary hit points. Shadow Walker. The fiend takes the Hide action. Create Darkness (Costs 2 Actions). The demon casts the darkness spell. The demon is not affected by its WEREBOAR own spell. Adaptable Tactics. If the wereboar is in its humanoid or hybrid forms, it takes the Dash action. If it is in its boar form, it attempts to shove a target within reach. Stubborn Rage. The wereboar gains 5 (1d6 + 2) temporary hit points. Sudden Change. The wereboar uses its Shapechanger trait. WERETIGER Adaptable Tactics. If the weretiger is in its humanoid or hybrid forms, it takes the Hide action. If it is in its tiger form, it takes the Dash action. Sense Prey. The weretiger automatically succeeds on a Wisdom (Perception) check against a target within 20 feet that doesn’t have all its hit points. Sudden Change. The weretiger uses its Shapechanger trait.

Total darkness protects one from shadows. However, true darkness is an entirely different Samplebeast. If you see a shadowfile moving during the darkest night, know that The Bane has found you. The Bane 15 CHALLENGE RATING 5 BARBED DEVIL Barbed Hug (Costs 2 Actions). The devil deals 5 (1d10) The monster can take 3 legendary actions, choosing to a creature it has grappled. from the options below. Only one legendary action option can be used at a time and only at the end of Grapple. The devil attempts to grapple a creature another creature's turn. The monster regains spent (escape DC 14). legendary actions at the start of its turn. Raise Hell (Costs 2 Actions). The devil chooses a 5-foot-square on solid ground within 30 feet of it that AIR ELEMENTAL it can see. Fires erupt from the ground and engulf the Gust (Costs 2 Actions). A line of strong wind 60 feet affected area for 1 minute. Creatures who are within long and 10 feet wide blasts from the elemental in a the affected area when the fire appears or end their direction of its choice. Creatures in the affected area turn inside of it must succeed on a DC 16 Dexterity must succeed on a DC 14 Strength saving throw or be saving throw or take 7 (2d6) fire damage. pushed 15 feet away from the elemental in a direction following the line. BARLGURA Smother (Costs 3 Actions). While the elemental Dynamic Entry (Costs 2 Actions). The barlgura moves shares a creature’s space, it attempts to forcefully pull 10 feet and makes a long jump. If it lands within 5 the air from its lungs. The target must succeed on feet of a creature, it makes a Fist attack. DC 16 Strength saving throw or takes 10 (2d8) force Revel in Violence. If the barlgura used its Reckless damageSample and starts suffocating. The elemental must trait since the beginning offile its last turn, it gains 5 successfully use Smother each round or the target (1d10) temporary hit points. stops suffocating. Vanish. The barlgura casts invisibility on itself, if Swoosh. The elemental moves up to its speed. available. It then moves up to its speed. 16