Creature Features
| Aberrant Ground | Gibbering Mouther | Special Ability | AOE Debuff | The ground in a sphere around the creature is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC ## Strength saving throw or have its speed reduced to 0 until the start of its next turn. |
| Adhesive | Mimic | Special Ability | Attack Debuff | The creature adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC ##). Ability checks made to escape this grapple have disadvantage. |
| Aggressive | Orc | Special Ability | Movement | As a bonus action, the creature can move up to its speed toward a hostile creature that it can see. |
| Ambusher | Doppleganger | Special Ability | Offense | The creature has advantage on attack rolls against any creature it has surprised. |
| Amorphous | Black Pudding | Special Ability | Movement | The creature can move through a space as narrow as 1 inch wide without squeezing. |
| Amphibious | Kuo-Toa | Special Ability | Special | The creature can breathe air and water. |
| Angelic Weapons | Deva | Special Ability | Offense | The creature's weapon attacks are magical. When the creature hits with any weapon, the weapon deals an extra radiant damage (included in the attack). |
| Antimagic Cone | Beholder | Special Ability | Defense | The creature creates an area of antimagic, as in the antimagic field spell, in an ##-foot cone/square/circle. At the start of each of its turns, the creature decides which way the shape faces and whether it is active. The area works against the creature's magic and magical effects. |
| Antimagic Susceptible | Flying Sword | Special Ability | Weakness | The creature is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the creature must succeed on a Constitution saving throw against the caster's spell save DC or fall unconcious for 1 minute. |
| Assassinate | Assassin | Special Ability | Offense | During its first turn, the creature has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the creature scores against a surprised creature is a critical hit. |
| Avoidance | Demilich | Special Ability | Defense | If the creature is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. |
| Axiomatic Mind | Monodrone | Special Ability | Defense | The creature can't be compelled to act in a manner contrary to its nature or its instructions. |
| Barbed Hide | Barbed Devil | Special Ability | Defense | At the start of each of its turns, the creature deals piercing damage to any creature grappling it. |
| Beast of Burden | Mule | Special Ability | Special | The creature is considered to be a one size larger animal for the purpose of determinng its carrying capacity. |
| Berserk | Clay Golem | Special Ability | Offense | When the creature starts its turn with ## hit points or fewer, roll a d6. On a 6, the creature goes berserk. On each of its turns while berserk, the creature attacks the nearest creature it can see. If no creature is near enough to move to and attack, the creature attacks an object, with preference for an object smaller than itself. Once the creature goes berserk, it continues to do so until it is destroyed or regains all its hit points. |
| Blind Senses | Grimlock | Special Ability | Sense | The creature can't use its blindsight while deafened and unable to smell. |
| Blood Frenzy | Sahuagin | Special Ability | Offense | The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points. |
| Brave | Gladiator | Special Ability | Defense | The creature has advantage on saving throws against being frightened. |
| Brute | Bugbear | Special Ability | Offense | A melee weapon deals one extra die of its damage when the creature hits with it (included in the attack). |
| Chameleon Skin | Troglodyte | Special Ability | Stealth | The creature has advantage on Dexterity (Stealth) checks made to hide. |
| Charge | Centaur | Special Ability | Attack | If the creature moves at least 30 feet straight toward a target and then hits it with a weapon attack on the same turn, the target takes an extra type damage. |
| Confer Elemental Resistance | Nightmare | Special Ability | Special | The creature can grant resistance to type damage to anyone riding it. |
| Consume Life | Will-o'-Wisp | Special Ability | Attack | As a bonus action, the creature can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC ## Constitution saving throw against this magic or die. If the target dies, the creature regains hit points. |
| Corrosive Form | Black Pudding | Special Ability | Defense | A creature that touches the creature or hits it with a melee attack while within 5 feet of it takes acid damage. Any nonmagical weapon made of metal or wood that hits the creature corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunication made of metal or wood that hits the creature is destroyed after dealing damage. The creature can eat through 2-inch-thick, nonmagical wood or metal in 1 round. |
| Cunning Action | Spy | Special Ability | Movement | On each of its turns, the creature can use a bonus action to take the Dash, Disengage, or Hide action. |
| Damage Absorption | Flesh Golem | Special Ability | Defense | Whenever the creature is subjected to type damage, it takes no damage and instead regains a number of hit points equal to the type damage dealt. |
| Damage Transfer | Rug of Smothering | Special Ability | Defense | While it is grappling a creature, the creature takes only half the damage dealt to it, and the creature grappled by the creature takes the other half. |
| Dark Devotion | Cultist | Special Ability | Defense | The creature has advantage on saving throws against being charmed or frightened. |
| Death Burst | Magmin | Special Ability | AOE Damage | When the creature dies, it explodes in a burst of fire and magma. Each creature within ## feet of it must make a DC ## Dexterity saving throw, taking type damage on a failed save, or half as much on a successful one. If fire: Flammable objects that aren't being worn or carried in that area are ignited. |
| Detect Life | Banshee | Special Ability | Sense | The creature can magically sense the presence of living creatures up to # miles away. It knows the general direction they're in, but not their exact location. |
| Devil Sight | Barbed Devil | Special Ability | Sense | Magical darkness doesn't impede the creature's darkvision. |
| Displacement | Displacer Beast | Special Ability | Defense | The creature projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the creature is incapacitated or has a speed of 0. |
| Dive | Aarakocra | Special Ability | Offense | If the creature is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra type damage to the target. |
| Divine Awareness | Planetar | Special Ability | Sense | The creature knows if it hears a lie. |
| Drone | Chasme | Special Ability | AOE Debuff | The creature produces a horrid droning sound. Any other creature that starts its turn within 30 feet of the chasme must succeed on a DC ## Constitution saving throw or fall unconscious for 10 minutes. A creature that can' thear the creature automatically succeeds on the save. The effect on the creature ends if it takes damage or other. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours. |
| Earth Glide | Earth Elemental | Special Ability | Movement | The creature can burrow through nonmagical unworked earth and stone. While doing so, the creature doesn't disturb the material it moves through. |
| Echolocation | Hook Horror | Special Ability | Sense | The creature can't use its blindsight while deafened. |
| Element Bound | Water Weird | Special Ability | Weakness | The creature dies if it leaves its appropriate element to which it is bound or if its element is destroyed. |
| Elemental Aura | Balor | Special Ability | Defense | At the start of each of the creature's turns, each creature within 5 feet of it takes type damage. If fire: Flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the creature or hits it with a melee attack while within 5 feet of it takes fire damage. |
| Elemental Body | Azer | Special Ability | Defense | A creature that touches the creature or hits it with a melee attack while within 5 feet of it takes type damage. |
| Elemental Demise | Dao | Special Ability | Special | If the creature dies, its body disappears in an appropriate fashion, leaving behind only equipment the creature was wearing or carrying. |
| Elemental Form | Air Elemental | Special Ability | Movement | The creature can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. |
| Elemental Weapon | Azer | Special Ability | Offense | When the creature hits with a melee weapon, it deals an extra type damage (included in the attack). |
| Ephemeral | Will-o'-Wisp | Special Ability | Special | The creature can't wear or carry anything. |
| False Appearance | Gargoyle | Special Ability | Stealth | While the creature remains motionless, it is indistiguishable from an appropriate inanimate object. |
| Faultless Tracker | Invisible Stalker | Special Ability | Sense | The creature is given a quarry by its summoner. The creature knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The creature also knows the location of its summoner. |
| Fear of Element | Yeti | Special Ability | Weakness | If the creature takes type damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. |
| Fey Ancestry | Drow | Special Ability | Defense | The creature has advantage on saving throws against being charmed, and magic can't put the creature to sleep. |
| Fiendish Blessing | Cambion | Special Ability | Defense | The AC of the creature includes its Charisma modifier. |
| Flyby | Peryton | Special Ability | Movement | The creature doesn't provoke an opportunity attack when it flies out of an enemy's reach. |
| Freeze | Water Elemental | Special Ability | Weakness | If the creature takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. |
| Gibbering | Gibbering Mouther | Special Ability | AOE Debuff | The creature babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the creature and can hear the sound must succeed on a DC ## Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls for the action during their turn as if under the effect of the confusion spell. |
| Grappler | Mimic | Special Ability | Offense | The creature has advantage on attack rolls against any creature grappled by it. |
| Hellish Rejuvination | Lemure | Special Ability | Heal | A creature that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water. |
| Hold Breath | Lizardfolk | Special Ability | Special | The creature can hold its breath for ## minutes. |
| Icy Walk | White Dragon | Special Ability | Movement | The creature can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doens't cost it extra movement. |
| Illumination | Flameskull | Special Ability | Special | The creature sheds either dim light in a sphere, or bright light in a sphere and dim light for an distance. It can switch between the options as an action. |
| Immutable Form | Iron Golem | Special Ability | Defense | The creature is immune to any spell or effect that would alter its form. |
| Incorporeal Movement | Ghost | Special Ability | Movement | The creature can move through other creatures and objects as if they were difficult terrain. It takes force damage if it ends its turn inside an object. |
| Innate Spellcasting | Androsphinx | Special Ability | Spell | The creature is a ##th-level spellcaster. Its spellcasting ability is ability (spell save DC ##, +## to hit with spell attacks). It requires no material components to cast its spells. The creature has the following class spells prepared: ## |
| Inscrutable | Androsphinx | Special Ability | Defense | The creature is immune to any effect that would sense its emotions or read its thoughts, as well as any diviniation spell that it refuses. Wisdom (Insight) checks made to ascertain the creature's intentions or sincerity have disadvantage. |
| Invisible in Element | Water Weird | Special Ability | Stealth | The creature is invisible while fully immersed in its appropriate element. |
| Keen Senses | Hell Hound | Special Ability | Sense | The creature has advantage on Wisdom (Perception) checks that rely on sense. |
| Labyrinthine Recall | Minotaur | Special Ability | Special | The creature can perfectly recall any path it has traveled. |
| Legendary Resistance | Ancient Dragon | Special Ability | Defense | If the creature fails a saving throw, it can choose to succeed instead. |
| Light Sensitivity | Shadow Demon | Special Ability | Weakness | While in a bright light, the creature has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. |
| Magic Resistance | Balor | Special Ability | Defense | The creature has advantage on saving throws against spells and other magical effects. |
| Magic Weapons | Balor | Special Ability | Offense | The creature's weapon attacks are magical. |
| Marshal Undead | Death Knight | Special Ability | AOE Buff | Unless the creature is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. |
| Martial Advantage | Hobgoblin | Special Ability | Attack | Once per turn, the creature can deal an extra damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the creature that isn't incapacitated. |
| Mimicry | Kenku | Special Ability | Special | The creature can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC ## Wisdom (Insight) check. |
| Misty Escape | Vampire | Special Ability | Shapeshift | When it drops to 0 hit points outside its resting place, the creature transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in problem terrain such as sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its original form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. |
| Mucous Cloud | Aboleth | Special Ability | Defense | While underwater, the creature is surrounded by transformative mucus. A creature that touches the creature or that hits it with a melee attack while within 5 feet of it must make a DC ## Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. |
| Negative Energy Cone | Death Tyrant | Special Ability | AOE Debuff | The creature creates an invisible, magical ##-foot cone/square/circle of negative energy. At the start of eah of its turns, the creature decides which way the area faces and whether it is active. Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the creature's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. |
| Nimble Escape | Goblin | Special Ability | Movement | The creature can take the Disengage or Hide action as a bonus action on each of its turns. |
| Otherworldly Perception | Kuo-Toa | Special Ability | Sense | The creature can sense the preseence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. |
| Pack Tactics | Kobold | Special Ability | Offense | The creature has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the creature and the ally isn't incapacitated. |
| Petrifying Gaze | Basilisk | Special Ability | Offense | If a creature starts its turn within 30 feet of the creature and the two of them can see each other, the creature can force the creature to make a DC ## Constitution saving throw if the creature isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by greater restoration or other magic. A creature that isn't surprised can avert their eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the creature until the start of its next turn, when it can avert its eyes again. If it looks at the creature in the meantime, it must immediately make the save. If the creature sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. |
| Poor Depth Perception | Cyclops | Special Ability | Weakness | The creature has disadvantage on any attack roll against a target more than 30 feet away. |
| Pounce | Tiger | Special Ability | Attack | If the creature moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC ## Strength saving throw or be knocked prone. If the target is prone, the creature can make one attack against it as a bonus action. |
| Probing Telepathy | Aboleth | Special Ability | Communication | If a creature communicates telepathically with the creature, the creature learns the creature's greatest desires if the creature can see it. |
| Psychic Defense | Githzerai Monk | Special Ability | Defense | While the creature is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. |
| Rampage | Gnoll | Special Ability | Offense | When the creature reduces a creature to 0 hit points with a melee attack on its turn, the creature can take a bonus action to move up to half its speed and make an attack. |
| Reactive | Marilith | Special Ability | Offense | The creature can take one reaction on every turn in combat. |
| Reckless | Minotaur | Special Ability | Offense | At the start of its turn, the creature can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. |
| Reflective Carapace | Tarrasque | Special Ability | Defense | Any time the creature is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the creature is unaffected. On a 6, the creature is unaffected, and the effect is reflected back at the caster as though it originated from the creature, turning the caster into the target. |
| Regeneration | Troll | Special Ability | Defense | The creature regains ## hit points at the start of its turn. If the creature takes type damage, this trait doesn't function at the start of the creature's next turn. The creature dies only if it starts its turn with 0 hit points and doesn't regenerate. |
| Rejuvination | Lich | Special Ability | Heal | If it has a phylactery, a destroyed creature gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. |
| Relentless | Wereboar | Special Ability | Heal | If the creature takes ## damage or less that would reduce it to 0 hit points, it is reduced to 1 hit points instead. |
| Running Leap | Barlgura | Special Ability | Movement | The creature's long jump is up to ## feet and its high jump is up to ## feet when it has a running start. |
| Sense Magic | Chuul | Special Ability | Sense | The creature senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. |
| Shadow Stealth | Shadow Demon | Special Ability | Stealth | While in dim light or darkness, the creature can take the Hide action as a bonus action. |
| Shapechanger | Wererat | Special Ability | Shapeshift | The creature can use its action to polymorph into a beast-humanoid hybrid or into a beast, or back into its true from, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying ins't transformed. It reverts to its true form if it dies. |
| Shielded Mind | Couatl | Special Ability | Defense | The creature is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. |
| Siege Monster | Earth Elemental | Special Ability | Offense | The creature deals double damage to objects and structures. |
| Skewer | Lizard King/Queen | Special Ability | Attack | Once per turn, when the creature makes a melee attack with its weapon and hits, the target takes an extra damage, and the creature gains temporary hit points equal to the extra damage dealt. |
| Slippery | Kuo-Toa | Special Ability | Defense | The creature has advantage on ability checks and saving throws made to escape a grapple. |
| Spell Storing | Shield Guardian | Special Ability | Special | A spellcaster who wears the creature's amulet can cause the creature to store one spell of the #th level or lower. To do so, the wearer must cast the spell on the creature. The spell has no effect but is stored within the creature. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the creature casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. |
| Spellcasting | Lich | Special Ability | Spell | The creature is an ##th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC ##, +## to hit with spell attacks). The creature has the following class spells prepared: |
| Spider Climb | Ettercap | Special Ability | Movement | The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. |
| Standing Leap | Bullywug | Special Ability | Movement | The creature's long jump is up to ## feet and its high jump is up to ## feet, with or without a running start. |
| Steadfast | Bearded Devil | Special Ability | Defense | The creature can't be frightened while it can see an allied creature within 30 feet of it. |
| Stench | Troglodyte | Special Ability | AOE Debuff | Any creature other than a same creature that starts its turn within 5 feet of the creature must succeed on a DC ## Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all creatures for 1 hour. |
| Sun Sickness | Myconid Sprout | Special Ability | Weakness | While in sunlight, the creature has disadvantage on ability checks, attack rolls, and saving throws. The creature dies if it spends more than 1 hour in direct sunlight. |
| Sunlight Sensitivity | Kobold | Special Ability | Weakness | While in sunlight, the creature has disadvantage on all attack rolls, as well as on Wisdom (Perception) checks that rely on sight. |
| Sure-Footed | Dao | Special Ability | Defense | The creature has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. |
| Surprise Attack | Bugbear | Special Ability | Offense | If the creature surprises a creature and hits it with an attack during the first round of combat, the target takes an extra damage from the attack. |
| Swarm | Sawrm of Insects | Special Ability | Movement | The creature can occupy another creature's space and vice versa, and the creature can move through any opening large enough for a Tiny creature. The creature can't regain hit points or gain temporary hit points. |
| Telepathic Bond | Homunculus | Special Ability | Communication | While the creature is on the same plane of existance as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. |
| Terrain Camoflauge | Bullywug | Special Ability | Stealth | The creature has advantage on Dexterity (Stealth) checks made to hide in type terrain. |
| Transparent | Gelatinous Cube | Special Ability | Stealth | Even when the creature is in plain sight, it takes a successful DC ## Wisdom (Perception) check to spot the creature that has neither moved nor attacked. A creature that tries to enter the creature's space while unaware of the creature is surprised by the creature. |
| Tree Stride | Dryad | Special Ability | Movement | Once on its turn, the creature can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearingin in an unoccupied space within 5 feet of the second tree. Both trees must be once size bigger or bigger. |
| Tunneler | Umber Hulk | Special Ability | Movement | The creature can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 8-foot high tunnel in its wake. |
| Turn Immunity | Revenant | Special Ability | Defense | The creature is immune to effects that turn undead. |
| Turn Resistance | Lich | Special Ability | Defense | The creature has advantage on saving throws against any effect that turns undead. |
| Two Heads | Ettin | Special Ability | Defense Sense | The creature has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. |
| Undead Fortitude | Zombie | Special Ability | Heal | If damage reduces the creature 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 success, the creature drops to 1 hit point instead. |
| Water Susceptibilty | Fire Elemental | Special Ability | Weakness | For every 5 feet the creature moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. |
| Web Walker | Giant Spider | Special Ability | Movement | The creature ignores movement restrictions caused by webbing. |
| Wounded Fury | Quaggoth | Special Ability | Offense | While it has ## hit points or fewer, the creature has advantage on attack rolls. In addition, it deals an extra damage to any target it hits with a melee attack. |
| Acid Breath | Black Dragon | Action | AOE Damage | The creature exhales acid in a line. Each creature in that line must make a Dexterity saving throw, taking acid damage on a failed save, or half as much on a successful one. |
| Acid Spray | Ankheg | Action | AOE Damage | The creature spits acid in a line, provided that it has no creature grappled. Each creature in that line must make a DC ## Dexterity saving throw, taking acid damage on a failed save, or half as much damage on a successful one. |
| Animate Boulder | Galeb Duhr | Action | Summon | The creature magically animates up to two boulders it can see within 60 feet. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the creature maintains concentration, up to 1 minute (as if concentrating on a spell). |
| Animate Chains | Chain Devil | Action | Special | Up to four chains the creature can see within 60 feet of it magically sprout razor-edged barbs and animate under the creature's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the creature uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature on its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the creature is incapacited or dies. |
| Animate Trees | Treant | Action | Summon | The creature magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the creature. The tree remains animated for 1 day or until it dies; until the creature dies or is more than 120 feet away from the tree; or until the creature takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. |
| Animating Spores | Myconid Sovereign | Action | Summon | The creature targets one corpose of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4+1 weeks or until destroyed, and it can't be animated again in this way. |
| Antannae | Rust Monster | Action | Offense | The creature corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC ## Dexterity saving throw to avoid the creature's touch. If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offercs. Armor reduced to an AC of 10 or a shield that drops to +0 is destroyed. If the object touched is a held weapon, it rusts as described in the Rust Metal trait. |
| Battle Cry | Orc War Chief | Action | AOE Buff | Each creature of the creature's choice that is within ## feet of it, can hear it, and is not already affected by the Battle Cry gain advantage on attack rolls until the start of the creature's next turn. The creature can then make one attack as a bonus action. |
| Battleaxe | Ettin | Action | Attack | Melee weapon attack. |
| Beak | Grell | Action | Melee weapon attack. | |
| Beard | Bearded Devil | Action | Attack | Melee weapon attack. If hit, the target must succeed on a DC ## Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of of each of its turns, ending the effect on itself on a success. |
| Bite | Ankheg | Action | Melee weapon attack. | |
| Blinding Breath | Dust Mephit | Action | AOE Debuff | The creature exhales a cone of blinding dust. Each creature in that area must succeed on a DC ## Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| Blinding Spittle | Gibbering Mouther | Action | AOE Debuff | The creature spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC ## Dexterity saving throw or be blinded until the end of the creature's next turn. |
| Blood Drain | Stirge | Action | Attack | Melee weapon attack. If hit, the creature attaches to the target. While attached, the creature doesnt attack. Instead, at the start of each of the creature's turns, the target loses hit points due to blood loss. The creature can detach itself by spending 5 feet of its movement. It does so after it drains ## hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the creature. |
| Body Thief | Intellect Devourer | Action | Special | The creature initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the creature magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the creature has total cover against attacks and other effects originating outside its host. The creature retains its intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything that the creature knew, including spells and languages. If the host body drops to 0 hit points, the creature must leave it. A protection from evil and good spell cast on the body drives the creature out. The creature is also forced out if the target regains its devoured brain by means of wish. By spending 5 feet of its movement, the creature can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round. |
| Bolt | Empyrean | Action | Attack | Ranged spell attack. |
| Breath Weapon | Dragons | Action | AOE Damage | The creature exhales damage type in a line/cone. Each creature in that line/cone must make a DC ## Dexterity saving throw, taking type damage on a failed save, or half as much damage on a successful one. |
| Chain | Chain Devil | Action | Attack Debuff | Melee weapon attack. If hit, the target is grappled (escape DC ##) if the creature isn't already grappling a creature. Until this grapple ends, the target is restrained and takes piercing damage at the start of each of its turns. |
| Change Shape | Ancient Dragon | Action | Shapeshift | The creature magically polymorphs into a humanoid or beast that has a hallenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the creature's choice). In a new form, the creature retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. |
| Charm | Vampire | Action | Debuff | The creature targets one humanoid it can see within 30 feet of it. If the target can see the creature, the target must succeed on a DC ## Wisdom saving throw against this magic or be charmed by the creature. The charmed target regards the creature as a trusted friend to be heeded and protected. Although the target isn't under the creature's control, it takes the creature's requests or actions in the most favorable way it can, and it is a willing target for the creature's attack. Each time the creature or the creatur's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existance than the target, or takes a bonus action to end the effect. |
| Children of the Night | Vampire | Action | Summon | The creature magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the creature can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the creature and obeying its spoken commands. The beasts remain for 1 hour, until the creature dies, or until the creature dismisses them as a bonus action. |
| Chilling Gaze | Yeti | Action | Attack | The creature targets one creature it can see within 30 feet of it. If the target can see the creature, the target must succeed on a DC ## Constitution saving throw against this magic or take cold damage and then be paralyzed for 1 minute unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all similar creatures for 1 hour. |
| Cinder Breath | Smoke Mephit | Action | AOE Debuff | The creature exhales a cone of smoldering ash. Each creature in that area must succeed on a DC ## Dexterity saving throw or be blinded until the end of the creature's next turn. |
| Claws | Dretch | Action | Melee weapon attack. | |
| Club | Dryad | Action | Melee weapon attack. | |
| Cold Breath | White Dragon | Action | AOE Damage | The creature exhales an icy blast in a cone. Each creature in that area must make a DC ## Constitution saving throw, taking cold damage on a failed save, or half as much damage on a successful one. |
| Constrict | Snake | Action | Attack | The creature makes a melee weapon attack on the target. If the attack hits, the target is grappled (escape DC ##). Until this grapple ends, the creature is restrained, and the creature can't constrict another target. |
| Corrupting Touch | Banshee | Action | Attack | Melee spell attack. |
| Create Food and Water | Spectator | Action | Special | The creature magically creates enough food and water to sustain itself for 24 hours. |
| Create Specter | Wraith | Action | Summon | The creature targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the creature's control. The creature can have no more than seven specters under its control at one time. |
| Create Whirlwind | Djinni | Action | AOE Debuff | A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the creature can see within 120 feet of it. The whirlwind lasts as long as the creature maintains concentration (as if concentrating on a spell). Any creature but the creature that enters the whirlwind must succeed on a DC ## Strength saving throw or be restrained by it. The creature can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the creature loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC ## Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. |
| Crush | Darkmantle | Action | Attack Debuff | Melee weapon attack. If hit and the target is one size larger than creature or smaller, it attaches to the target, has advantage on attack rolls against the target, and can be detached by making a successful DC ## Strength check as an action. |
| Curse of the Evil Eye | Fomorian | Action | Attack | With a stare, the creature uses Evil Eye, but on a failed save, the creature is also cursed with magical deformaties. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. |
| Dagger | Kobold | Action | Attack | Melee or ranged weapon attack. |
| Darkness Aura | Darkmantle | Action | AOE Debuff | A sphere of magical darkness extends out from the creature, moves with it, and spreads around corners. The darkness lasts as long as the creature maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this dakrness, and no natural light can illuminate it. If any other darkness overlaps with an area of light created by a spell of # level or lower, the spell creating the light is dispelled. |
| Deadly Leap | Bulette | Action | Attack | If the creature jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC ## Strength or Dexterity saving throw or be knocked prone and take bludgeoning and slashing damage. On a successful save, the creature takes only half damage, isn't knocked prone, and is pushed out of the creature's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the creature's space. |
| Death Glare | Sea Hag | Action | Attack | The creature targets one frightened creature it can see within 30 feet of it. If the target can see the creature, it must succeed on a DC ## Wisdom saving throw against this magic or drop to 0 hit points. |
| Devour Intellect | Intellect Devourer | Action | Attack | The creature targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC ## Intelligence saving throw against this magic or take psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, the score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. |
| Distress Spores | Myconid Sprout | Action | Special | When the creature takes damage, all other similar creatures within 240 feet of it can sense its pain. |
| Draining Kiss | Succubus/Incubus | Action | Attack | The creature kisses a creature charmed by it or a willing creature. The target must make a DC ## Constitution saving throw against this make, taking psychic damage on a failed save, or half as much on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. |
| Dreadful Glare | Mummy | Action | Debuff | The creature targets one creature it can see within 60 feet of it. If the target can see the creature, it must succeed on a DC ## Wisdom saving throw against this magic or become frightened until the end of the creature's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all similar creatures for the next 24 hours. |
| Drop | Piercer | Action | Attack | Melee weapon attack. If hit, deals damage per 10 feet fallen up to a max. If missed, the creature takes half the normal fall damage for the distance fallen. |
| Dropped Rock | Winged Kobold | Action | Attack | Ranged weapon attack. |
| Engulf | Gelatinous Cube | Action | Special | The creature moves up to its speed. While doing so, it can enter a same size or smaller creature's spaces. Whenever the creature enters a creature's space, the creature must make a DC ## Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed back suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes acid damage at the start of each of the creature's turns. When the creature moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC ## Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the creature. |
| Enlarge | Duergar | Action | Offense | For 1 minute, the creature magically increases in size, along with anything it is wearing or carrying. While enlarged, the creature is one size larger, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strenght saving throws with advantage. If the creature lacks the room to become one size larger, it attains the maximum size possible in the space available. |
| Enslave | Aboleth | Action | Debuff | The creature targets one creature it can see within 30 feet of it. The target must succeed on a DC ## Wisdom saving throw or be magically charmed by the creature until the creature dies or until it is on a different plane of existence from the target. The charmed target is under the creature's control and can't take reactions, and the creature and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the creature. |
| Entangling Plants | Vine Blight | Action | AOE Debuff | Grasping roots and vines sprout in a sphere centered on the creature, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC ## Strength saving throw or become restrained. A creature can use its action to make a DC ## Strength check, freeing itself or another entangled creature within reach on a success. |
| Ethereal Stride | Nightmare | Action | Movement | The creature and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. |
| Etherealness | Night Hag | Action | Movement | The creature magically enters the Ethereal Plane from the Material Plane or vice versa. To do so, the creature must have a heartstone in her possession. |
| Euphoria Breath | Faerie Dragon | Action | AOE Debuff | The creature exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC ## Wisdom saving throw, or for 1 minute the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during that turn: 1-4 the target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6 the target doesn't move, and the only thing it can do on its turn is make a DC ## Wisdom saving throw, ending the effect on itself on a success. |
| Evil Eye | Fomorian | Action | Attack | The creature magically forces a creature it can see within 60 feet of it to make a DC ## Charisma saving throw. The creature takes psychic damage on a failed save, or half as much damage on a successful one. |
| Extract Brain | Mind Flayer | Action | Attack | Melee weapon attack. If the damage reduces the target to 0 hit points, the creature kills the target by extracting and devouring its brain. |
| Eye Rays | Beholder | Action | Attack | The creature shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: SEE PAGE 28 FOR OPTIONS. |
| Fetid Cloud | Dretch | Action | AOE Debuff | A sphere of disgusting green gas extends out from the creature. The gas spreads around corners and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. |
| Fey Charm | Dryad | Action | Debuff | The creature targets one humanoid or beast that it can see within 30 feet of it. If the target can see the creature, it must succeed on a DC ## Wisdom saving throw or be magically charmed. The charmed creature regards the creature as a trusted friend to be heeded and protected. Although the target isn't under the creature's control, it takes the creature's requests or actions in the most favorable way it can. Each time the creature or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the creature dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the creature's Fey Charm for the next 24 hours. The creature can have no more than one humanoid and up to three beasts charmed at a time. |
| Fiendish Charm | Cambion | Action | Debuff | One humanoid that the creature can see within 30 feet must succeed on a DC ## Wisdom saivng throw or be magically charmed for 1 day. The charmed creature obeys the creature's spoken commands. If the target suffers any harm from the creature or another creature or receives a suicidal command from the creature, the target can repeat the saving throw, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends for it, the creature is immune to the creature's Fiendish Charm for the next 24 hours. |
| Fire Breath | Chimera | Action | AOE Damage | The creature exhales fire in a cone. Each creature in that area must make a DC ## Dexterity saving throw, taking fire damage on a failed save, or half as much damage on a successful one. |
| Fire Ray | Cambion | Action | Ranged spell attack. | |
| Fist | Barlgura | Action | Melee weapon attack. | |
| Fling | Kraken | Action | Attack Debuff | One reasonably smaller creature held or grappled by the creature is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC ## Dexterity saving throw or take the same damage and be knocked prone. |
| Flying Sword | Solar | Action | Special | The creature releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the creature can see the sword, the creature can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the creature's hands. If the hovering sword is targeted by an effect, the creature is considered to be holding it. The hovering sword falls if the creature dies. |
| Fork | Horned Devil | Action | Melee weapon attack. | |
| Frightful Presence | Dragons | Action | AOE Debuff | Each creature of the creature's choice that is within ## feet of the creature and aware of it must succeed on a DC ## Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the creature's Frightful Presence for the next 24 hours. |
| Frost Breath | Ice Mephit | Action | AOE Damage | The creature exhales a cone of cold air. Each creature in the area must succeed on a DC ## Dexterity saving throw, taking cold damage on a failed save, or half as much damage on a successful one. |
| Glaive | Bearded Devil | Action | Attack Debuff | Melee weapon attack. If hit and the target is a creature other than an undead or a construct, it must succeed on a DC ## Constitution saving throw or lose hit points at the start of each of its turns due to an infernal wound. Each time the creature hits the wounded target with this attack, the damage dealt by the wound increases. Any creature can take the medicine action to staunch the wound with a successful DC ## Wisdom (Medicine) check. The wound also closes if the target recieves magical healing. |
| Gore | Gorgon | Action | Melee weapon attack. | |
| Greatclub | Fomorian | Action | Melee weapon attack. | |
| Greatsword | Planetar | Action | Melee weapon attack. | |
| Hallucination Spores | Myconid Sovereign | Action | AOE Debuff | The creature ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC ## Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| Hand Crossbow | Drow | Action | Ranged weapon attack. | |
| Harpoon | Merrow | Action | Attack | Melee or ranged weapon attack. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the creature or be pulled up to 20 feet toward the creature. |
| Haste | Clay Golem | Action | Buff | Until the end of its next turn, the creature magically gains +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its primary attack as a bonus action., |
| Healing Touch | Deva | Action | Buff | The creature touches another creature. The target magically regains hit points and is freed from any curse, disease, poison, blindness, or deafness. |
| Heart Sight | Sprite | Action | Sense | The creature touches a creature and magically knows the creature's current emotional state. If the target fails a DC ## Charisma saving throw, the creature also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. |
| Heavy Club | Lizardfolk | Action | Melee weapon attack. | |
| Heavy Crossbow | Half-Red Dragon Veteran | Action | Ranged weapon attack. | |
| Hellfire Orb | Death Knight | Action | AOE Damage | The creature hurls a magical ball of fire that explodes at a point it can see within 120 feet. Each creature in a sphere centered on that point must make a DC ## Dexterity saving throw. The sphere spreads around corners. A creature takes fire damage and necrotic damage on a failed save, or half as much damage on a successful one. |
| Hook | Hook Horror | Action | Melee weapon attack. | |
| Hooves | Centaur | Action | Melee weapon attack. | |
| Horns | Chimera | Action | Melee weapon attack. | |
| Horrifying Visage | Banshee | Action | AOE Debuff | Each non-undead creature within ## feet of the creature that can see it must succeed on a DC ## Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the creature is within line of sight, ending the effect on itsefl on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the creature's Horrifying Visage for the next 24 hours. |
| Horror Nimbus | Nalfeshnee | Action | AOE Debuff | The creature magically emits scintillating, multicolored light. Each creature within 15 feet of the creature that can see the light must succeed on a DC ## Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the creature's Horror Nimbus for the next 24 hours. |
| Howl | Demilich | Action | AOE Debuff | The creature emits a bloodcurdling howl. Each creature within 30 feet of the creature that can hear the howl must succeed on a DC ## Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. |
| Hurl Flame | Barbed Devil | Action | Attack Debuff | Ranged spell attack. If the target is a flammable object that isn't being worn or carried, it also catches fire. |
| Hypnotic Gaze | Ultroloth | Action | AOE Debuff | The creature's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the creature, the target must suceed on a DC ## Wisdom saving throw agaisnt this magic or be charmed until the end of the creature's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the creature's gaze for the next 24 hours. |
| Illusory Appearance | Green Hag | Action | Shapeshift | The creature covers itself and anything they are wearing or carrying with a magical illusion that makes it look like another creature of its general size and shape. The illusion ends if the creature takes a bonus action to end it or if it dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the creature could appear to have smooth skin, but somone touching it would feel its flesh. Otherwise, a creature must take an actino to visually inspect the illusion and succeed on a DC ## Intelligence (Investigation) check to discern that the hag is disguised. |
| Incite Rampage | Gnoll Pack Lord | Action | Buff | One creature that the creature can see within 30 feet of it can use its reaction to make a melee attack if it can hear the creature and has the Rampage trait. |
| Ink Cloud | Giant Octopus | Action | Stealth Movement | A sphere of ink extends all around the creature if it is underwater. The area is heavily obscured for 1 minute, althouth a significant current can disperse the ink. After releasing the ink, the creature can use the Dash action as a bonus action. |
| Intoxicating Touch | Lamia | Action | Attack Debuff | Melee spell attack. If hit, the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and ability checks. |
| Invisibility | Imp | Action | Stealth | The creature magiaclly turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the creature wears or carries is invisible with it. |
| Invisible Passage | Green Hag | Action | Stealth | The creature magically turns invisible until it attacks or casts a spell, or until their concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment it wears or carries is invisible with it. |
| Javelin | Aarakocra | Action | Melee or ranged weapon attack. | |
| Leadership | Hobgoblin Captain | Action | AOE Buff | For 1 minute, the creature can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 to its roll provided it can hear and understand the creature A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. |
| Life Drain | Wight | Action | Summon | The creature makes a melee attack on the target. If it hits, the target must succeed on a DC ## Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the creature's control, unless the humanoid is restored to life or its body is destroyed. The creature can have no more than ## zombies under its control at one time. |
| Lightning Breath | Behir | Action | AOE Damage | The creature exhales a line of lightning. Each creature in that line must make a DC ## Dexterity saving throw, taking ligtning damage on a failed save, or half as much on a successful one. |
| Lightning Storm | Kraken | Action | Attack | The creature magically creates three bolts of lightning, each of which can strike a target the creature can see within 120 feet. A target must make a DC ## Dexterity saving throw, taking lightning damage on a failed save, or half as much damage on a successful one. |
| Lightning Strike | Storm Giant | Action | AOE Damage | The creature hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC ## Dexterity saving throw, taking lightning damage on a failed save, and half as much damage on a successful one. |
| Longbow | Centaur | Action | Ranged weapon attack. | |
| Luring Song | Harpy | Action | AOE Debuff | The creature sings a magical melody. Every humanoid and giant within 300 feet of the creature that can hear the song must succeed on a DC ## Wisdom saving throw or be charmed until the song ends. The creature must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the creature is incapacitated. While charmed by the creature, a target is incapacitated and ignores the song of other similar creatures. If the charmed target is more than 5 feet away from the creature, the target can take the Dash action on its turn to move toward the creature by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the creature, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this creature's song for the next 24 hours. |
| Mace | Deva | Action | Melee weapon attack. | |
| Mandibles | Umber Hulk | Action | Melee weapon attack. | |
| Maul | Dao | Action | Attack Debuff | Melee weapon attack. If hit and the target is one size larger than creature or smaller, it must succeed on a DC ## Strength check or be knocked prone. |
| Mind Blast | Mind Flayer | Action | AOE Debuff Damage | The creature magically emits psychic energy in a cone. Each creature in that area must succeed on a DC ## Intelligence saving throw or take psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| Mist Form | Yochlol | Action | Movement | The creature transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true for if it dies. While in mist form, the creature is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. While in mist form, the creature can enter a creature's space and stop there. Each time that creature starts its turn with the creature in the same space, the creature must make a DC ## Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated. |
| Moan | Cloaker | Action | AOE Debuff | Each creature within 60 feet of the creature that can hear its moan and that isn't an abberation must succeed on a DC ## Wisdom saving throw or become frightened until the end of the creature's next turn. If the creature's saving throw is successful, the creature is immune to the creature's moan for the next 24 hours. |
| Morningstar | Bugbear | Action | Melee weapon attack. | |
| Mud Breath | Mud Mephit | Action | Debuff | The creature belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC ## Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| Needles | Needle Blight | Action | Ranged weapon attack. | |
| Net | Kuo-Toa | Action | Attack Debuff | Ranged weapon attack. If hit, and large or smaller, the target is restrained. Creature can use its action to make a DC ## Strength check to free itself or another creature in a net, ending the effect on a success. Dealing slashing damage to the net (AC 10) frees the target without harming it and destroys the net. |
| Nightmare Haunting | Night Hag | Action | Attack | While on the Ethereal Plane, the creature magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced. If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the creature's soul bag. The reduction to the target's hit point maximum lasts until removed by a greater restoration spell or similar magic. |
| Pacifying Spores | Myconid Adult | Action | AOE Debuff | The creature ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC ## Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. |
| Paralysis Gas | Pentadrone | Action | AOE Debuff | The creature exhales a cone of gas. Each creature in that area must succeed on a DC ## Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| Paralyzing Breath | Silver Dragon | Action | AOE Debuff | The creature exhales paralyzing gas in a cone. Each creature in that area must succeed on a DC ## Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| Paralyzing Touch | Lich | Action | Attack Debuff | Melee spell attack. If hit, the target must succeed on a DC ## Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. |
| Petrifying Breath | Gorgon | Action | AOE Debuff | The creature exhales petrifying gas in a cone. Each creature in the area must succeed on a DC ## Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. |
| Phantasms | Cloaker | Action | Defense | The creature magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting positions so as to make it impossible to track which is the real one. If the creature is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the creature with an attack or harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the creature or one of its duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the creature's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, hte duplicate disappears. |
| Pike | Centaur | Action | Melee weapon attack. | |
| Pincer | Chuul | Action | Attack Debuff | Melee weapon attack. If hit, the target is grappled (escape DC ##) if it is a same size as creature or smaller creature and the creature doesn't have two other creatures grappled. |
| Pincer Staff | Kuo-Toa Whip | Action | Attack Debuff | Melee weapon attack. If hit, and same size or smaller, the target is grappled (escape DC ##). Until this grapple ends, the creature can't use its pincer staff on another target. |
| Poison Breath | Green Dragon | Action | AOE Damage | The creature exhales poisonous gas in a cone. Each creature in the area must make a DC ## Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one. |
| Poisoned Dart | Deep Gnome | Action | Attack Debuff | Ranged weapon attack. If hit, the target must succeed on a DC ## Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| Possession | Ghost | Action | Debuff | One humanoid that the creature can see within 5 feet of it must succeed on a DC ## Charisma saving throw or be possessed by the creature; the creature then disappears, and the target is incapacitated and loses control of its body. The creature now controls the body but doesn't deprive the target of awareness. The creature can't be targeted by an attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the creature ends it as a bonus action, or the creature is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the creature reappears in an unoccupied space within 5 feet of the body. The target is immune to this creature's Possession for 24 hours after succeeding on the saving throw or after the possession ends. |
| Proboscis | Chasme | Action | Attack | Melee weapon attack. If hit, the target's hit point maximum is reduced by an amount equal to the damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration. |
| Pseudopod | Mimic | Action | Melee weapon attack. | |
| Quarterstaff | Druid | Action | Melee weapon attack. | |
| Rake | Awakened Shrub | Action | Melee weapon attack. | |
| Ram | Satyr | Action | Melee weapon attack. | |
| Rapport Spores | Myconid Sprout | Action | Communication | A sphere of spores extends from the creature. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that arent undead, constructs, or elementals. Affected creatures can communicate telephathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. |
| Read Thoughts | Doppelganger | Action | Sense | The creature magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in rage, the creature can continue reading its thoughts, as long as the creature's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the creature has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. |
| Reel | Roper | Action | Attack | The creature pulls each creature grappled by it up to 25 feet straight towards it. |
| Repulsion Breath | Bronze Dragon | Action | AOE Debuff | The creature exhales repulsion energy in a cone. Each creature in that area must succeed on a DC ## Strength saving throw. On a failed save, the creature is pushed away from the creature. |
| Roar | Androsphinx | Action | AOE Debuff | The creature emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different. Each creature within 500 feet of the creature and able to hear the roar must make a saving throw. On the first roar, each creature that fails a DC ## Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end fo each of its turns, ending the effect on itself on a success. On the second roar, each creature that fails a DC ## Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On the third roar, each creature makes a DC ## Constitution saving throw. On a failed save, a creature takes thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. |
| Rock | Cyclops | Action | Ranged weapon attack. | |
| Rotting Fist | Mummy | Action | Attack Debuff | Melee weapon attack. If the target is a creature, it must succeed on a DC ## Constitution saving throwor be cursed with rot. The cursed target can't regain hit points, and its hit point maximum decreases for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. |
| Rotting Gaze | Nothic | Action | Attack | The creature targets one creature it can see within 30 feet of it. The target must succeed on a DC ## Constitution saving throw against this magic or take necrotic damage. |
| Rotting Touch | Violet Fungus | Action | Melee weapon attack. | |
| Scare | Quasit | Action | Debuff | One creature of the creature's choice within 20 feet of it must succeed on a DC ## Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the creature is within line of sight, ending the effect on itself on a success. |
| Scepter | Kuo-Toa | Action | Melee weapon attack. | |
| Scimitar | Djinni | Action | Melee weapon attack. | |
| Scourge | Drow Priestess of Lolth | Action | Melee weapon attack. | |
| Shadow Breath | Red Shadow Dragon | Action | AOE Damage | The creature exhales shadowy fire in a cone. Each creature in that area must make a DC ## Dexterity saving throw, taking necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpose and acts immediately after the creature on the initiative count. The shadow is under the creature's control. |
| Shield Bash | Hobgoblin Warlord | Action | Attack Debuff | Melee weapon attack. If the target is one size larger or smaller, it must succeed on a DC ## Strength saving throw or be knocked prone. |
| Shock | Will-o´-Wisp | Action | Melee spell attack. | |
| Shortsword | Satyr | Action | Melee weapon attack. | |
| Shriek | Shrieker | Action | Special | When bright light or a creature is within 30 feet of the creature, it emits a shriek audible within 300 feet of it. The creature continues to shriek until the disturbance moves out of range and for 1d4 of the creature's turns afterwards. |
| Silver Greatsword | Githyanki Knight | Action | Attack | Melee weapon attack. This is a magical weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the creature can cut the silvery cord that tethers the target to its material body, instead of dealing damage. |
| Slam | Animated Armor | Action | Melee weapon attack. | |
| Slaying Longbow | Solar | Action | Attack | Ranged weapon attack. If hit and the target is a creature that has 100 hit points or fewer, it must succeed on a DC ## Constitution saving throw or die. |
| Sleep Breath | Brass Dragon | Action | AOE Debuff | The creature exhales sleep gas in a cone. Each creature in that area must succeed on a DC ## Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. |
| Sleep Gaze | Jackalwere | Action | Debuff | The creature gazes at one creature it can see within 30 feet of it. The target must make a DC ## Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this creature's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't effected by it. |
| Sling | Kobold | Action | Ranged weapon attack. | |
| Slow | Stone Golem | Action | AOE Debuff | The creature targets one or more creatures it can see within 10 feet of it. Each target must make a DC ## Wisdom saving throw against this magic. On a failed save, a target can't use its reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| Slowing Breath | Copper Dragon | Action | AOE Debuff | The creature exhales gas in a cone. Each creature in that area must succeed on a DC ## Constitution saving throw. On a failed save, the creature can't use its reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. |
| Smother | Rug of Smothering | Action | Attack Debuff | Melee weapon attack. If hit, the creature is grappled (escape DC ##). Until this graple ends, the target is restrained, blinded, and at risk of suffocating, and the creature can't smother another target. In addition, at the start of each of the target's turns, the target takes bludgeoning damage. |
| Snake Hair | Medusa | Action | Melee weapon attack. | |
| Spear | Bullywug | Action | Melee or ranged weapon attack. | |
| Spiked Bone Club | Grimlock | Action | Melee weapon attack. | |
| Spiked Shield | Lizardfolk | Action | Melee weapon attack. | |
| Spit Poison | Guardian Naga | Action | Attack | Ranged weapon attack. If hit, the target must make a DC ## Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one. |
| Spores | Vrock | Action | AOE Damage | A sphere of toxic spores extend out from the creature. The spores spread around corners. Each creature in that area must succeed on a DC ## Constitution saving throw or become poisoned. While poisoned in this way, a target takes poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. |
| Staff | Drow Mage | Action | Melee weapon attack. | |
| Steam Breath | Dragon Turtle | Action | AOE Damage | The creature exhales scalding steam in a cone. Each creature in that area must make a DC ## Constitution saving throw, taking fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. |
| Stench Spray | Flumph | Action | AOE Debuff | Each creature in a cone originating from the creature must succeed on a DC ## Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alchohol, or vinegar. |
| Sting | Bone Devil | Action | Attack | Melee weapon attack. If hit, the target must succeed on a DC ## Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| Stinger | Wyvern | Action | Attack | Melee weapon attack. If hit, the target must make a DC ## Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one. |
| Strength Drain | Shadow | Action | Attack Debuff Spawn | Melee weapon attack. If hit, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil human dies from this attack, a new shadow rises from the corpose 1d4 hours later. |
| Stunning Screech | Vrock | Action | AOE Debuff | The creature emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC ## Constitution saving throw or be stunned until the end of the creature's next turn. |
| Summon Demon | Drow Mage | Action | Summon | The creature attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the creature takes psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of the summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. |
| Superior Invisibility | Pixie | Action | Stealth | The creature magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the creature wears or carries is invisible with it. |
| Swallow | Behir | Action | Attack | The creature makes one bite attack against a two sizes smaller or smaller target it is grappling. If the attack hits, the target is also swallowed and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the creature, and it takes acid damage at the start of each of the creature's turns. A creature can have only one creature swallowed at a time. If the creature takes ## damage or more from a single swallowed creature, the creature must succeed on a DC ## Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the creature. If the creature dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. |
| Tail | Aboleth | Action | Melee weapon attack. | |
| Tail Spike | Manticore | Action | Ranged weapon attack. | |
| Tail Spine | Spined Devil | Action | Ranged weapon attack. | |
| Tail Stinger | Purple Worm | Action | Attack | Melee weapon attack. If hit, the target must make a DC ## Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one. |
| Talon | Aarakocra | Action | Melee weapon attack. | |
| Teleport | Balor | Action | Movement | The creature magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. |
| Tendrils | Flumph | Action | Attack Debuff | Melee weapon attack. If hit, at the end of each of its turns, the target must make a DC ## Constitution saving throw, taking acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage. |
| Tentacle | Aboleth | Action | Melee weapon attack. | |
| Tentacle Slam | Otyugh | Action | Attack | The creature slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC ## Strength saving throw or take bludgeoning damage and be stunned until the end of the creature's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. |
| Touch | Fire Elemental | Action | Attack Debuff | Melee weapon attack. If hit, and the target is a ceature or a flammable object, it ignites. Until the creature takes an action to douse the fire, it takes fire damage at the start of each of its turns. |
| Trident | Marid | Action | Melee or ranged weapon attack. | |
| Tusks | Wereboar | Action | Attack Debuff | Melee weapon attack. If hit and the target is a humanoid, it must succeed on a DC ## Constitution saving throw or be cursed with wereboar lycanthropy. |
| Unarmed Strike | Githzerai Monk | Action | Melee weapon attack. | |
| Vengeful Glare | Revenant | Action | Debuff | The creature targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC ## Wisdom saving throw. On a failure, the target is paralyzed until the creature deals damage to it, or until the end of the creature's next turn. When the paralysis ends, the target is frightened of the creature for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the creature, ending the frightened condition on itself on a success. |
| Wail | Banshee | Action | AOE Debuff | The creature releases a mournful wail, provided that it isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of it that can hear it must make a DC ## Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes psychic damage. |
| Wall of Ice | Ice Devil | Action | Special | The creature magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or a hemispherical domeup to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC ## Dexterity saving throw, taking cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the creature is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC ## Constitution saving throw, taking cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. |
| War Pick | Duergar | Action | Melee weapon attack. | |
| Warhammer | Azer | Action | Melee weapon attack. | |
| Water Jet | Marid | Action | Attack | The creature magically shoots water in a line. Each creature in that line must make a DC ## Dexterity saving throw. On a failure, a target takes bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the creature and knocked prone. On a success, the target takes half the bludgeoning damage, but is neither pushed nor knocked prone. |
| Weakening Breath | Gold Dragon | Action | AOE Debuff | The creature exhales gas in a cone. Each creature in the area must succeed on a DC ## Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| Web | Giant Spider | Action | Attack | The creature makes a ranged weapon attack. If it hits, the target is restrained by webbing. As an action, the restrained target can make a DC ## Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). |
| Weird Insight | Nothic | Action | Sense | The creature targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the creature's Wisdom (Insight) check. If the creature wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. |
| Whelm | Water Elemental | Action | AOE Damage | Each creature in the creature's space must make a DC ## Strength saving throw. On a failure, the target takes bludgeoning damage. If it is a same size or smaller, it is also grappled (escape DC ##). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the creature's space. The creature can grapple one same size creature or up to two one size smaller or smaller creatures at one time. At the start of each of the creature's turns, each target grappled by it takes bludgeoning damage. A creature within 5 feet of the creature can pull a creature or object out of it by taking an action to make a DC ## Strength check and succeeding. |
| Whip | Balor | Action | Attack | Melee weapon attack. If hit, the target must succeed on a DC ## Strength saving throw or be pulled toward the creature. |
| Whirlwind | Air Elemental | Action | AOE Damage | Each creature in the creature's space must make a a DC ## Strength saving throw. On a failure the target takes bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes additional bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must make a DC ## Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. |
| Withering Touch | Ghost | Action | Melee weapon attack. | |
| Superior Invisibility | Faerie Dragon | Bonus Action | Stealth | As a bonus action, the creature can magically turn invisible until its concentration ends (as if concetrating on a spell). Any equipment that the creature wears or carries is invisible with it. |
| Parry | Hobgobline Warlord | Reaction | Defense | The creature adds # to its AC against one melee attack that would hit it. To do so, the creature must see the attacker and be wielding a melee weapon. |
| Redirect Attack | Goblin Boss | Reaction | Defense | When a creature that the creature can see targets it with an attack, the goblin chooses another similar creature within 5 feet of it. The two creatures swap places, and the chosen creature becomes the target instead. |
| Shield | Shield Guardian | Reaction | Buff | When a creature makes an attack against the wearer of the creature's amulet, the creature grants a bonus to the wearer's AC if the creature is within 5 feet of the wearer. |
| Spell Reflection | Spectator | Reaction | Defense | If the creature makes a successful saving throw against a spell, or a spell attack misses it, the creature can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. |
| Split | Black Pudding | Reaction | Special | When a creature that is Medium or larger is subjected to lightning or slashing damage, it splits into two new similar creatures if it has at least ## hit points. Each new creature has hit points equal to half the original, rounded down. New creatures are one size smaller than the original. |
| Sticky Shield | Kuo-Toa | Reaction | Defense | When a creature misses the creature with a melee weapon attack, the creature uses its sticky shield to catch the weapon. The attacker must succeed on a DC ## Strength saving throw, or the weapon becomes stuck to the shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC ## Strength check and succeeding. |
| Unnerving Mask | Chain Devil | Reaction | Debuff | When a creature the creature can see starts its turn within 30 feet of the creature, the creature can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the creature, it must succeed on a DC ## Wisdom saving throw or be frightened until the end of its next turn. |
| Attack | Empyrean | Legendary Action | Attack | The creature makes one attack. |
| Bite | Vampire | Legendary Action | Attack | The creature makes one bite attack. |
| Blasphemous Word | Mummy Lord | Legendary Action | AOE Debuff | The creature utters a blasphemous word. Each non-undead creature within 10 feet of the creature that can hear the magical utterance must succeed on a DC ## Constitution saving throw or be stunned until the end of the creature's next turn. |
| Blinding Dust | Mummy Lord | Legendary Action | AOE Debuff | Blinding dust and sand swirls magically around the creature. Each creature within 5 feet of the creature must succeed on a DC ## Constitution saving throw or be blinded until the end of the creature's next turn. |
| Blinding Gaze | Solar | Legendary Action | Debuff | The creature targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC ## Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. |
| Bolster | Empyrean | Legendary Action | AOE Buff | The creature bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the creature's next turn. |
| Cantrip | Lich | Legendary Action | Spell | The creature casts a cantrip. |
| Cast Spell | Andropshinx | Legendary Action | Spell | The creature casts a spell from its list of prepared spells, using a spell slot as normal. |
| Channel Negative Energy | Mummy Lord | Legendary Action | AOE Debuff | The creature magically unleashes negative energy. Creatures within 60 feet of the creature, including ones behind barriers and around corners, can't regain hit points until the end of the creature's next turn. |
| Chomp | Tarrasque | Legendary Action | Attack | The creature makes one bite attack or uses its Swallow. |
| Cloud of Dust | Demilich | Legendary Action | AOE Debuff | The creature magically swirls dusty remains. Each creature within 10 feet of the creature, including around a corner, must succeed on a DC ## Constitution saving throw or be blinded until the end of the creature's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the creature's next turn. |
| Detect | Aboleth | Legendary Action | Sense | The creature makes a Wisdom (Perception) check. |
| Disrupt Life | Lich | Legendary Action | AOE Damage | Each living creature within 20 feet of the creature must make a DC ## Constitution saving throw against this magic, taking necrotic damage on a failed save, or half as much damage on a successful one. |
| Energy Drain | Demilich | Legendary Action | AOE Damage | Each creature within 30 feet of the creature must make a DC ## Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced. If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic. |
| Eye Ray | Beholder | Legendary Action | Attack | The creature uses one random eye ray. |
| Flight | Demilich | Legendary Action | Movement | The creature flies up to half its flying speed. |
| Fling | Kraken | Legendary Action | Attack | The creature uses its Fling. |
| Frightening Gaze | Lich | Legendary Action | Debuff | The creature fixes its gaze on one creature that it can see within 10 feet of it. The target must succeed on a DC ## Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the creature's gaze for the next 24 hours. |
| Heal Self | Unicorn | Legendary Action | Defense | The creature magically regains hit points. |
| Hooves | Unicorn | Legendary Action | Attack | The creature makes one attack with its hooves. |
| Ink Cloud | Kraken | Legendary Action | AOE Debuff | While underwater, the creature expels an ink cloud in a sphere. The cloud spreads around corners, and that area is heavily obscured to creatures other than the creature. Each creature other than the creature that ends ist turn there must succeed on a DC ## Constitution saving throw, taking poison damage on a failed save, or half as much damagege on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the creature's next turn. |
| Lightning Storm | Kraken | Legendary Action | AOE Damage | The creature uses Lightning Storm. |
| Move | Vampire | Legendary Action | Movement | The creature moves up to its speed without provoking opportunity attacks. |
| Paralyzing Touch | Lich | Legendary Action | Attack | The creature uses paralyzing touch. |
| Psychic Drain | Aboleth | Legendary Action | Attack | One creature charmed by the creature takes psychic damage, and the creature regains hit points equal to the damage the creature takes. |
| Searing Burst | Solar | Legendary Action | AOE Damage | The creature emits magical, divine energy. Each creature of its choice in a sphere must make a DC ## Dexterity saving throw, taking fire and radiant damage on a failed save, or half as much damage on a successful one. |
| Shimmering Shield | Unicorn | Legendary Action | Buff | The creature creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a bonus to AC until the end of the creature's next turn. |
| Tail Attack | Blue Dracolich | Legendary Action | Attack | The creature makes a tail attack. |
| Tail Swipe | Aboleth | Legendary Action | Attack | The creature makes one tail attack. |
| Teleport | Solar | Legendary Action | Movement | The creature magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. |
| Tentacle Attack | Kraken | Legendary Action | Attack | The creature makes one tentacle attack. |
| Trembling Strike | Empyrean | Legendary Action | AOE Debuff | The creature strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the creature must succeed on a DC ## Strength saving throw or be knocked prone. |
| Unarmed Strike | Vampire | Legendary Action | Attack | The creature makes one unarmed strike. |
| Vile Curse | Demilich | Legendary Action | Debuff | The creature targets one creature it can see within 30 feet of it. The target must succeed no a DC ## Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success. |
| Whirlwind of Sand | Mummy Lord | Legendary Action | Movement | The creature magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the creature is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the creature remains in its possession. |
| Wing Attack | Blue Dracolich | Legendary Action | AOE Debuff Damage Movement | The creature beats its tattered wings. Each creature within 10 feet of the creature must succeed on a DC ## Dexterity saving throw or take bludgeoning damage and be knocked prone. After beating its wings this way, the creature can fly up to half its flying speed. |