Cambion
Mortal Infused with Fiendish Might
Habitat: Any; Treasure: Relics
It seems that I must do everything myself, since I have only fools for servants. Clearly disappointment must ever be the price of divinity.
—Iuz the Evil, cambion demigod
Cambions are former mortals corrupted by fiendish power or possessed by insidious forces. While tieflings are free-willed individuals with a hint of fiendish ancestry, cambions are inherently tied to or remade by the wicked magic of the Lower Planes.
Many cambions serve the malevolent forces that are the source of their powers. Others seek to claim the might of whatever created them or to seize otherworldly powers of their own. Among the most notorious of such cambions is Iuz, a villain who became an evil demigod and whose villainous nation threatens the Free City of Greyhawk on Oerth.
Cambions come into being in disparate ways. Roll on or choose a result from the Cambion Origins table to determine the source of a cambion’s fiendish might.
Cambion Origins
1d6 | The Cambion Gained Its Power After… |
---|---|
1 | Being possessed by a fiendish being. |
2 | Being resurrected by an evil magic-user. |
3 | Lengthy exposure to a Lower Plane. |
4 | Making a bargain with a Fiend. |
5 | Suffering a god’s curse. |
6 | Taking part in fiendish rituals. |
Cambion
Medium Fiend, Neutral Evil
AC 19 Initiative +4 (14)
HP 105 (14d8 + 42)
Speed 30 ft., Fly 60 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +7 |
Dex | 18 | +4 | +4 |
Con | 16 | +3 | +6 |
Mod | Save | ||
---|---|---|---|
Int | 14 | +2 | +5 |
Wis | 12 | +1 | +1 |
Cha | 16 | +3 | +6 |
Skills Deception +6, Perception +4, Stealth +7
Resistances Cold, Fire, Lightning, Poison
Immunities Poisoned
Senses Darkvision 120 ft.; Passive Perception 14
Languages Abyssal, Common, Infernal
CR 5 (XP 1,800; PB +3)
Actions
Multiattack. The cambion makes two attacks, using Claw or Fire Ray in any combination.
Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 7 (2d6) Fire damage.
Fire Ray. Ranged Attack Roll: +7, range 120 ft. Hit: 13 (3d6 + 3) Fire damage.
Spellcasting. The cambion casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):
2/Day Each: Alter Self, Command (level 3 version), Detect Magic
1/Day Each: Dominate Person (level 8 version), Plane Shift (self only)
Carrion Crawler
Catacomb-Scouring Necrophage
Habitat: Underdark, Urban; Treasure: None
Ravenous corpse eaters, carrion crawlers gravitate toward places of slaughter and decay. In such charnel environs, they feast on the dead with no qualms about their meals’ origins or freshness.
Carrion crawlers have segmented bodies like gigantic cutworms. From beneath their multipart maws protrude eight thin, lashing tentacles. Creatures struck by these tentacles risk being paralyzed and consumed.
Carrion crawlers scour sewers, battlefields, necropolises, and fetid wildernesses for corpses, clinging to ceilings to ambush smaller prey and to avoid competing hunters. They’re drawn to light and the scent of blood, recognizing them as signs of food.
These scavengers avoid ingesting inorganic material. Crypts with funeral armors sucked clean of their corpses and eerily pristine catacombs are signs of infestation by carrion crawlers.
Carrion Crawler
Large Monstrosity, Unaligned
AC 13 Initiative +1 (11)
HP 51 (6d10 + 18)
Speed 30 ft., Climb 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Dex | 13 | +1 | +1 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 1 | −5 | −5 |
Wis | 12 | +1 | +1 |
Cha | 5 | −3 | −3 |
Skills Perception +5
Senses Darkvision 60 ft.; Passive Perception 15
Languages None
CR 2 (XP 450; PB +2)
Traits
Spider Climb. The carrion crawler can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Multiattack. The carrion crawler uses Paralyzing Tentacles and makes one Bite attack.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage plus 3 (1d6) Poison damage.
Paralyzing Tentacles. Constitution Saving Throw: DC 12, one creature the carrion crawler can see within 10 feet. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.
Centaurs
Defenders of the Feywild
Habitat: Forest, Grassland, Planar (Feywild); Treasure: Armaments, Individual
Centaurs are defenders of forests, plains, and sites of primeval power. With upper bodies like humans’ and the lower bodies of horses, centaurs charge into battle against those who would harm their allies.
Centaur Warden
Centaur wardens often lead groups of centaur troopers and act as intermediaries between Fey creatures and trespassers into their territories.
Centaur Warden
Large Fey, Neutral Good
AC 16 Initiative +2 (12)
HP 105 (14d10 + 28)
Speed 50 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Dex | 14 | +2 | +2 |
Con | 14 | +2 | +5 |
Mod | Save | ||
---|---|---|---|
Int | 9 | −1 | −1 |
Wis | 18 | +4 | +7 |
Cha | 11 | +0 | +0 |
Skills Athletics +7, Nature +5, Perception +7
Senses Passive Perception 17
Languages Druidic, Elvish, Sylvan
CR 7 (XP 2,900; PB +3)
Actions
Multiattack. The centaur makes two attacks, using Forest Staff or Sun Ray in any combination.
Forest Staff. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 14 (4d6) Poison damage.
Sun Ray. Ranged Attack Roll: +7, range 90 ft. Hit: 14 (3d6 + 4) Radiant damage, and the target has the Blinded condition until the start of the centaur’s next turn.
Spellcasting. The centaur casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Druidcraft, Speak with Animals
Bonus Actions
Entangling Trail (Recharge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks. Each creature within 5 feet of the centaur as it moves is targeted once by the following effect. Strength Saving Throw: DC 15. Failure: 11 (2d6 + 4) Bludgeoning damage, and the target has the Restrained condition until the end of its next turn.
Centaur Trooper
Centaur troopers are knight-like guardians. Many are suspicious of non-Fey creatures.
Centaur Trooper
Large Fey, Neutral Good
AC 16 Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 50 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Dex | 14 | +2 | +2 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 9 | −1 | −1 |
Wis | 13 | +1 | +1 |
Cha | 11 | +0 | +0 |
Skills Athletics +6, Perception +3
Gear Breastplate, Longbow, Pike
Senses Passive Perception 13
Languages Elvish, Sylvan
CR 2 (XP 450; PB +2)
Actions
Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination.
Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage.
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage.
Bonus Actions
Trampling Charge (Recharge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition.
Chain Devil
Devil of Pain and Control
Habitat: Planar (Nine Hells); Treasure: Implements
Also known as kytons, chain devils consider themselves morbid artisans who use deception, menace, and vicious metal to coerce prisoners into betraying themselves. Many serve powerful devils, wrenching secrets from imprisoned souls using deadly, animate chains. Left to their own devices, chain devils encourage ruthless individuals to pursue forbidden magic, leading their pupils down paths to the Nine Hells.
Along with psychological threats and physical harm, a chain devil uses its unnerving gaze to make its victims perceive their worst fear rather than the monster. Roll on or choose a result from the Chain Devil Masks table to inspire a chain devil’s fearful appearance.
Chain Devil Masks
1d4 | To a Viewer, the Chain Devil Looks Like… |
---|---|
1 | The corpse of a loved one. |
2 | A disapproving deity. |
3 | A harsh instructor or superior. |
4 | The viewer at their lowest point in life. |
Chain Devil
Medium Fiend (Devil), Lawful Evil
AC 15 Initiative +5 (15)
HP 85 (10d8 + 40)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Dex | 15 | +2 | +2 |
Con | 18 | +4 | +7 |
Mod | Save | ||
---|---|---|---|
Int | 11 | +0 | +0 |
Wis | 12 | +1 | +4 |
Cha | 14 | +2 | +2 |
Resistances Bludgeoning, Cold, Piercing, Slashing
Immunities Fire, Poison; Poisoned
Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11
Languages Infernal; telepathy 120 ft.
CR 8 (XP 3,900; PB +3)
Traits
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain.
Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends.
Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of the devil’s next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the target up to 30 feet straight toward itself. Success: The chain disappears.
Reactions
Unnerving Gaze. Trigger: A creature the devil can see starts its turn within 30 feet of the devil and can see the devil. Response—Wisdom Saving Throw: DC 15, the triggering creature. Failure: The target has the Frightened condition until the end of its turn. Success: The target is immune to this devil’s Unnerving Gaze for 24 hours.
Chasme
Demon of Betrayal and Sycophancy
Habitat: Planar (Abyss); Treasure: Relics
Flying forth from the Abyss, chasmes resemble horse-size flies. They incapacitate foes by producing a mind-numbing droning, then use their proboscises to drain victims of life. In the Abyss, most chasmes obsequiously serve more powerful demons and search for captives to press into demonic hordes.
Chasme
Large Fiend (Demon), Chaotic Evil
AC 15 Initiative +5 (15)
HP 78 (12d10 + 12)
Speed 20 ft., Fly 60 ft.
Mod | Save | ||
---|---|---|---|
Str | 15 | +2 | +2 |
Dex | 15 | +2 | +5 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 11 | +0 | +0 |
Wis | 14 | +2 | +5 |
Cha | 10 | +0 | +0 |
Skills Perception +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Blindsight 10 ft., Darkvision 120 ft.; Passive Perception 15
Languages Abyssal; telepathy 120 ft.
CR 6 (XP 2,300; PB +3)
Traits
Demonic Restoration. If the chasme dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance. The chasme has Advantage on saving throws against spells and other magical effects.
Spider Climb. The chasme can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 16 (4d6 + 2) Piercing damage plus 21 (6d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken.
Bonus Actions
Drone. Constitution Saving Throw: DC 12, each creature in a 30-foot Emanation originating from the chasme (demons automatically succeed on this save). Failure: The target has the Unconscious condition and repeats the save at the end of each of its turns. The target succeeds automatically after 10 minutes or if it takes damage or a creature within 5 feet of it takes an action to empty a flask of Holy Water on it. Success: The target is immune to this chasme’s Drone for 24 hours.
Chimera
Multiheaded Ravager
Habitat: Grassland, Hill, Mountain; Treasure: Any
Violent and unpredictable, chimeras combine the deadliest traits of lions, rams, and red dragons. With their fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three heads’ conflicting instincts. Their heads agree on little but their desires to feed and to drive competitors from the rugged territories where these monsters make their lairs. When they spot prey, chimeras typically strafe foes with their fire breath before landing to attack with their fangs, horns, and claws.
Owing to their draconic instincts, chimeras are greedy creatures that hoard treasures within cavernous lairs. They’re undiscerning about what they collect, gathering shiny objects alongside trophies and bones from their recent kills. Brave souls seeking to distract or temporarily appease a chimera can do so by offering it treasure and food.
Chimera
Large Monstrosity, Chaotic Evil
AC 14 Initiative +0 (10)
HP 114 (12d10 + 48)
Speed 30 ft., Fly 60 ft.
Mod | Save | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Dex | 11 | +0 | +0 |
Con | 19 | +4 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 3 | −4 | −4 |
Wis | 14 | +2 | +2 |
Cha | 10 | +0 | +0 |
Skills Perception +8
Senses Darkvision 60 ft.; Passive Perception 18
Languages Understands Draconic but can’t speak
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack roll.
Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.
Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31 (7d8) Fire damage. Success: Half damage.
Chuul
Chitinous Servant of Primeval Powers
Habitat: Coastal, Swamp, Underdark; Treasure: Relics
Chuuls originated in forgotten ages when aboleths and stranger beings ruled alien empires beneath the waves. The aboleths transformed numerous deep-sea predators into servants that could venture beyond the seas to claim more magic and creatures to exploit. Chuuls are the most enduring of these bizarre servants.
Many chuuls serve aboleth overlords, carrying out their whims amid lightless seas and primeval swamps. Other chuuls obey new aberrant masters, such as beholders, grells, or mind flayers. Some chuuls follow their own drives, endlessly collecting ancient magic treasures or interpreting age-old orders to bizarre ends. Regardless of their agendas, chuuls snare creatures in their massive pincers before rendering foes helpless with their paralytic tentacles.
Chuuls don’t age and can lie dormant in hidden places for millennia before threats, ancient orders, or strange compulsions awaken them.
Chuul
Large Aberration, Chaotic Evil
AC 16 Initiative +0 (10)
HP 76 (9d10 + 27)
Speed 30 ft., Swim 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Dex | 10 | +0 | +0 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 5 | −3 | −3 |
Wis | 11 | +0 | +0 |
Cha | 5 | −3 | −3 |
Skills Perception +4
Immunities Poison; Poisoned
Senses Darkvision 60 ft.; Passive Perception 14
Languages Understands Deep Speech but can’t speak
CR 4 (XP 1,100; PB +2)
Traits
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn’t itself magical.
Actions
Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles.
Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers.
Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.
Clay Golem
Guardian of Home and Heart
Habitat: Urban; Treasure: Relics
Clay golems are magical defenders made from earth and clay to protect places or communities. The materials used in creating clay golems originate from near the location the golems protect and often have special significance to their creators, such as clay from a holy site or bricks from a magical ruin. While some clay golems are masterfully sculpted to resemble living beings, others have only vaguely humanlike forms.
These golems obey their creators’ orders and protect what their makers value most. Some still follow these orders long after their creators’ deaths. Roll on or choose a result from the Clay Golem Orders table to inspire the commands a clay golem follows.
Clay Golem Orders
1d4 | The Clay Golem Follows Orders To… |
---|---|
1 | Block the path of anyone who enters a site with a weapon drawn. |
2 | Defend any member of their creator’s family or community who is threatened in its sight. |
3 | Prevent any Fiend from crossing a bridge. |
4 | Remove any who enter its creator’s workshop. |
Clay Golem
Large Construct, Unaligned
AC 14 Initiative +3 (13)
HP 123 (13d10 + 52)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 20 | +5 | +5 |
Dex | 9 | −1 | −1 |
Con | 18 | +4 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 3 | −4 | −4 |
Wis | 8 | −1 | −1 |
Cha | 1 | −5 | −5 |
Resistances Bludgeoning, Piercing, Slashing
Immunities Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common plus one other language
CR 9 (XP 5,000; PB +4)
Traits
Acid Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt.
Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn.
Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target’s Hit Point maximum decreases by an amount equal to the Acid damage taken.
Bonus Actions
Hasten (Recharge 5–6). The golem takes the Dash and Disengage actions.
Cloaker
Haunter in the Dark
Habitat: Underdark; Treasure: Implements
Cloakers are mysterious Underdark predators, named by adventurers for their resemblance to hanging cloaks when they cling to walls. What cloakers call themselves is unknown, if they refer to themselves at all. Though they’re undeniably intelligent, their behavior is often inscrutable.
Cloakers sometimes gather in Underdark enclaves, but they rarely build settlements or form social structures. Most operate as solitary predators, lurking in dismal subterranean reaches or abandoned dungeons—sometimes for months at a time—as they wait for prey to pass. They use their mottled hides to blend in with their surroundings. When unsuspecting prey nears, cloakers unfurl and attempt to latch on and then smother their victims in their powerful wings.
Cloakers delight in frightening foes. In addition to their methods of ambush, cloakers can create illusory duplicates of themselves and emit surreal moans that non-cloakers find terrifying in unexplainable, primal ways. Cloakers might antagonize explorers lost in the Underdark for days, terrorizing and scattering them before attacking. They rarely converse with other beings, except to whisper eerie riddles to those they’re about to consume.
Cloaker
Large Aberration, Chaotic Neutral
AC 14 Initiative +5 (15)
HP 91 (14d10 + 14)
Speed 10 ft., Fly 40 ft.
Mod | Save | ||
---|---|---|---|
Str | 17 | +3 | +3 |
Dex | 15 | +2 | +2 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 13 | +1 | +1 |
Wis | 14 | +2 | +2 |
Cha | 7 | −2 | −2 |
Skills Stealth +5
Immunities Frightened
Senses Darkvision 120 ft.; Passive Perception 12
Languages Deep Speech, Undercommon
CR 8 (XP 3,900; PB +3)
Traits
Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls.
Actions
Multiattack. The cloaker makes one Attach attack and two Tail attacks.
Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can’t make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.
The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check.
Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage.
Bonus Actions
Moan. Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker’s next turn. Success: The target is immune to this cloaker’s Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.
Cloud Giant
Giant of the Loftiest Heights
Habitat: Mountain; Treasure: Arcana
Cloud giants use the power of the skies to observe and subtly influence the world. These giants resemble humans with hair ranging from silver to blue and with skin in cloudlike shades from stark white to twilight hues. Curved canines grow in their upper jaws, extending past their lower lips. In battle, they attack with weapons wreathed in storm clouds and throw roaring thunderheads.
Most cloud giants inhabit citadels crowning tremendous mountains or magical palaces that drift amid the clouds. Many of these giants believe they possess similarly lofty status or purpose. Some view themselves as godlike beings who can manipulate and steal from terrestrial beings with impunity. Others claim their long lives and place among the clouds grant them unique perspectives, so they chronicle what they witness in the world below without interfering. In either case, cloud giants often possess fabulous magical treasures, either claimed from across the world or created by (and gigantically sized for) themselves.
Cloud Giant
Huge Giant, Neutral
AC 14 Initiative +4 (14)
HP 200 (16d12 + 96)
Speed 40 ft., Fly 20 ft. (hover)
Mod | Save | ||
---|---|---|---|
Str | 27 | +8 | +8 |
Dex | 10 | +0 | +0 |
Con | 22 | +6 | +10 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 16 | +3 | +7 |
Cha | 16 | +3 | +3 |
Skills Insight +7, Perception +11
Senses Passive Perception 21
Languages Common, Giant
CR 9 (XP 5,000; PB +4)
Actions
Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud.
Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage.
Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn.
Spellcasting. The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Detect Magic, Fog Cloud, Light
1/Day Each: Control Weather, Gaseous Form, Telekinesis
Bonus Actions
Misty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting.
Cockatrices
Accursed Avians with the Power to Petrify
Habitat: Grassland; Treasure: None
Cockatrices combine the features of irate roosters and starving reptiles. They petrify those they bite, their slightest peck turning their prey to stone.
Cockatrice
Cockatrices often try to claim eye-catching structures—such as ruins and secluded farms—as roosts.
Cockatrice
Small Monstrosity, Unaligned
AC 11 Initiative +1 (11)
HP 22 (5d6 + 5)
Speed 20 ft., Fly 40 ft.
Mod | Save | ||
---|---|---|---|
Str | 6 | −2 | −2 |
Dex | 12 | +1 | +1 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 2 | −4 | −4 |
Wis | 13 | +1 | +1 |
Cha | 5 | −3 | −3 |
Immunities Petrified
Senses Darkvision 60 ft.; Passive Perception 11
Languages None
CR 1/2 (XP 100; PB +2)
Actions
Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 11. First Failure: The target has the Restrained condition. The target repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition, instead of the Restrained condition, for 24 hours.
Cockatrice Regent
Bolder than their smaller cousins, cockatrice regents brim with unstable magical energy they use to restrain distant foes.
Cockatrice Regent
Large Monstrosity, Unaligned
AC 15 Initiative +2 (12)
HP 136 (16d10 + 48)
Speed 30 ft., Fly 60 ft.
Mod | Save | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Dex | 14 | +2 | +2 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 3 | −4 | −4 |
Wis | 16 | +3 | +6 |
Cha | 5 | −3 | −3 |
Immunities Petrified
Senses Darkvision 120 ft.; Passive Perception 13
Languages None
CR 8 (XP 3,900; PB +3)
Traits
Flyby. The cockatrice doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.
Actions
Multiattack. The cockatrice makes one Petrifying Bite attack and two Talons attacks.
Petrifying Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 14. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Talons. Melee Attack Roll: +7, reach 5 ft. Hit: 18 (4d6 + 4) Slashing damage.
Reactions
Magical Backlash. Trigger: A creature within 120 feet of the cockatrice deals damage to it. Response—Dexterity Saving Throw: DC 14, the triggering creature. Failure: 13 (3d6 + 3) Force damage.
Colossus
Titanic Vessel of Divine Might
Habitat: Any; Treasure: Relics
Colossi are massive Constructs created by the devout to reflect the nature of a deity, which could be benevolent or wicked. Colossi thrum with incredible magic and work divine will on the land.
Droves of faithful artisans craft a colossus in a shape to honor their deity, then call on that god to infuse the statue with life. This arduous process might take decades and involve hundreds of workers. If the god favors the creation, the mighty crystal at the construct’s heart pulses with divine power, and the colossus rises to protect the faithful or enact the god’s will.
Most colossi were created in ages past and now lie dormant in secluded wilderness, awakening only when disturbed or called on to serve once more.
Colossus
Gargantuan Construct (Titan), Unaligned
AC 23 Initiative +16 (26)
HP 553 (27d20 + 270)
Speed 60 ft.
Mod | Save | ||
---|---|---|---|
Str | 30 | +10 | +10 |
Dex | 11 | +0 | +8 |
Con | 30 | +10 | +10 |
Mod | Save | ||
---|---|---|---|
Int | 3 | −4 | −4 |
Wis | 11 | +0 | +8 |
Cha | 8 | −1 | −1 |
Resistances Necrotic, Radiant
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Senses Truesight 300 ft.; Passive Perception 10
Languages Understands Celestial and Common but can’t speak
CR 25 (XP 75,000; PB +8)
Traits
Immutable Form. The colossus can’t shape-shift.
Legendary Resistance (4/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has Advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.
Actions
Multiattack. The colossus makes three attacks, using Slam or Radiant Ray in any combination.
Slam. Melee Attack Roll: +18, reach 20 ft. Hit: 32 (4d10 + 10) Bludgeoning damage, and the colossus pushes the target up to 20 feet straight away from itself.
Radiant Ray. Ranged Attack Roll: +18, range 300 ft. Hit: 22 (4d10) Radiant damage. If the target is a Large or smaller creature, it has the Prone condition.
Divine Beam (Recharge 5–6). Dexterity Saving Throw: DC 26, each creature in a 300-foot-long, 10-foot-wide Line. Failure: 65 (10d12) Radiant damage. Success: Half damage. Failure or Success: A creature reduced to 0 Hit Points by this beam disintegrates into dust, leaving behind any magic items it was wearing or carrying.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, the colossus can expend a use to take one of the following actions. The colossus regains all expended uses at the start of each of its turns.
Smite. The colossus makes one Radiant Ray attack.
Stomp. The colossus moves up to half its Speed without provoking Opportunity Attacks, and it can make one Slam attack at any point during that move.
Commoner
Everyday Folk
Habitat: Any; Treasure: Individual
Commoners of varied species and professions go about their day
Commoners constitute the majority of people who don’t pursue magical talents, extraordinary training, or a life of adventure. Some are generous, helpful sorts, while others are more cautious in sharing what they have. Use the following list of jobs and roles to introduce commoners in your adventures:
Artist
Baker
Bartender
Blacksmith
Butcher
Captive
Carpenter
Castaway
Cobbler
Cook
Dyer
Farmer
Fisher
Fletcher
Flimflam artist
Gossip
Hermit
Hooligan
Hunter
Innkeeper
Laborer
Lamplighter
Mason
Merchant
Miner
Mud lark
Patient
Pilgrim
Resurrectionist
Rioter
Scribe
Servant
Shepherd
Student
Tailor
Tanner
Town crier
Weaver
Youngster
Commoner
Medium or Small Humanoid, Neutral
AC 10 Initiative +0 (10)
HP 4 (1d8)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 10 | +0 | +0 |
Con | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 10 | +0 | +0 |
Cha | 10 | +0 | +0 |
Gear Club
Senses Passive Perception 10
Languages Common
CR 0 (XP 10; PB +2)
Traits
Training. The commoner has proficiency in one skill of the DM’s choice and has Advantage whenever it makes an ability check using that skill.
Actions
Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.
Copper Dragons
Dragons of Curiosity and Community
Habitat: Hill; Treasure: Arcana
Relentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.
Copper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.
Copper Dragon Wyrmling
Copper dragon wyrmlings venture into the world seeking to make friends and discover wonders. They sometimes get into trouble, but those who help them can become their friends for life.
Copper Dragon Wyrmling
Medium Dragon (Metallic), Chaotic Good
AC 16 Initiative +3 (13)
HP 22 (4d8 + 4)
Speed 30 ft., Climb 30 ft., Fly 60 ft.
Mod | Save | ||
---|---|---|---|
Str | 15 | +2 | +2 |
Dex | 12 | +1 | +3 |
Con | 13 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 14 | +2 | +2 |
Wis | 11 | +0 | +2 |
Cha | 13 | +1 | +1 |
Skills Perception +4, Stealth +3
Immunities Acid
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
CR 1 (XP 200; PB +2)
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage.
Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
Copper Dragon Wyrmling
Young Copper Dragon
Young copper dragons forge strong connections with a community or group of friends while flitting from one artistic fixation to the next.
Young Copper Dragon
Large Dragon (Metallic), Chaotic Good
AC 17 Initiative +4 (14)
HP 119 (14d10 + 42)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
Mod | Save | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Dex | 12 | +1 | +4 |
Con | 17 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 16 | +3 | +3 |
Wis | 13 | +1 | +4 |
Cha | 15 | +2 | +2 |
Skills Deception +5, Perception +7, Stealth +4
Immunities Acid
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17
Languages Common, Draconic
CR 7 (XP 2,900; PB +3)
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.
Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
Copper Dragon Lairs
Copper dragons typically inhabit multichamber caves and renovated ruins.
The region containing an adult or ancient copper dragon’s lair is changed by its presence, creating the following effects:
Chatty Critters. Tiny Beasts magically gain the ability to speak and understand Draconic while within 6 miles of the lair.
Giggle Fits. Whenever a creature other than the dragon and its allies is within 1 mile of the lair and rolls a 1 on a D20 Test, it must succeed on a DC 15 Wisdom saving throw or have the Incapacitated condition until the end of its next turn, as it is wracked with laughter.
If the dragon dies or moves its lair elsewhere, these effects end immediately.
Adult Copper Dragon
Surrounded by guardians of the forest, an adult copper
dragon bequeaths a magic sword to a worthy hero
Adult copper dragons use their influence to better the world. With broad circles of friends, adult copper dragons delight in introducing people to one another and helping people find places where they can flourish. When disaster strikes, these dragons draw on their family of contacts to offer support, right wrongs, and rebuild stronger than before.
Adult Copper Dragon
Huge Dragon (Metallic), Chaotic Good
AC 18 Initiative +11 (21)
HP 184 (16d12 + 80)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
Mod | Save | ||
---|---|---|---|
Str | 23 | +6 | +6 |
Dex | 12 | +1 | +6 |
Con | 21 | +5 | +5 |
Mod | Save | ||
---|---|---|---|
Int | 18 | +4 | +4 |
Wis | 15 | +2 | +7 |
Cha | 18 | +4 | +4 |
Skills Deception +9, Perception +12, Stealth +6
Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
Languages Common, Draconic
CR 14 (XP 11,500, or 13,000 in lair; PB +5)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage.
Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Greater Restoration, Major Image
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Giggling Magic. Charisma Saving Throw: DC 17, one creature the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 4 version). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Ancient Copper Dragon
Ancient copper dragons use warmth and reliability to effect change over time. They open their cozy lairs to their friends as havens of learning and laughter for the young and those in need. These dragons watch for and oppose future threats while fostering sanctuaries of simple goodness.
An ancient copper dragon watches over its allies’ boisterous young
Ancient Copper Dragon
Gargantuan Dragon (Metallic), Chaotic Good
AC 21 Initiative +15 (25)
HP 367 (21d20 + 147)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
Mod | Save | ||
---|---|---|---|
Str | 27 | +8 | +8 |
Dex | 12 | +1 | +8 |
Con | 25 | +7 | +7 |
Mod | Save | ||
---|---|---|---|
Int | 20 | +5 | +5 |
Wis | 17 | +3 | +10 |
Cha | 22 | +6 | +6 |
Skills Deception +13, Perception +17, Stealth +8
Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
Languages Common, Draconic
CR 21 (XP 33,000, or 41,000 in lair; PB +7)
Traits
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage.
Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Greater Restoration, Major Image, Project Image
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Giggling Magic. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 5 version). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Couatl
Guardian Manifestation of the Divine
Habitat: Desert, Forest, Grassland, Urban; Treasure: Relics
Embodiments of prophecy and protectors of divine secrets, couatls ensure fate unfolds as it should. They resemble serpents with rainbow wings, and each is a manifestation of a divine edict, a truth or fate that a righteous god decrees must hold true for all time. Most couatls appear in places of ancient power, where they guard hidden magic or ensure foretold acts do or don’t come to pass. Rarely, couatls watch over communities or travel lands in disguise, interpreting omens or manipulating factors to set fate on its proper course.
Motivated by eternal mandates, couatls sometimes behave in inscrutable or antagonistic ways. They are inflexible and uncompromising, as their existences are fundamentally tied to their divine directives, but they harm other creatures only when absolutely necessary to achieve divine goals.
Each couatl goes through a period of renewal at the end of an age. In a couatl’s lifecycle, an age might correspond to a celestial calendar or some divine chronology. Near the age’s end, the couatl lays a wondrous, rainbow-hued egg. When the age ends, the couatl dies. For a period—perhaps a single day, perhaps until an annual solar event—the couatl’s work is unattended. Once this time passes, the same couatl that laid the egg hatches from it, fully grown and renewed to serve for another age.
Couatl
Medium Celestial, Lawful Good
AC 19 Initiative +5 (15)
HP 60 (8d8 + 24)
Speed 30 ft., Fly 90 ft.
Mod | Save | ||
---|---|---|---|
Str | 16 | +3 | +3 |
Dex | 20 | +5 | +5 |
Con | 17 | +3 | +5 |
Mod | Save | ||
---|---|---|---|
Int | 18 | +4 | +4 |
Wis | 20 | +5 | +7 |
Cha | 18 | +4 | +4 |
Resistances Bludgeoning, Piercing, Slashing
Immunities Psychic, Radiant
Senses Truesight 120 ft.; Passive Perception 15
Languages All; telepathy 120 ft.
CR 4 (XP 1,100; PB +2)
Traits
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.
Actions
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.
Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep
Bonus Actions
Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.
Crawling Claws
Severed Appendages with Malicious Will
Habitat: Any; Treasure: None
Crawling claws are severed hands that move and act of their own murderous accord. These deathless appendages can spring to life from the severed limbs of killers and villains, and sinister magic-users might animate crawling claws as foul servants. Crawling claws appear in a variety of forms, from decaying human hands to the fresh appendages of animals or monsters.
Crawling Claw
Lone crawling claws can continue killing sprees they perpetrated in life. Some recklessly attack the living, while others pursue specific victims. In rare cases, a crawling claw wreaks mayhem while the rest of its body still lives, with the original creature potentially unaware of its severed hand’s crimes.
Crawling Claw
Tiny Undead, Neutral Evil
AC 12 Initiative +2 (12)
HP 2 (1d4)
Speed 20 ft., Climb 20 ft.
Mod | Save | ||
---|---|---|---|
Str | 13 | +1 | +1 |
Dex | 14 | +2 | +2 |
Con | 11 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
Int | 5 | −3 | −3 |
Wis | 10 | +0 | +0 |
Cha | 4 | −3 | −3 |
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Incapacitated, Poisoned
Senses Blindsight 30 ft.; Passive Perception 10
Languages Understands Common but can’t speak
CR 0 (XP 10; PB +2)
Actions
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 2 Necrotic damage.
Is it possible for any creature, any living being, to be inherently evil? Such an assertion may itself facilitate the committing of evil acts. By defining a person as evil, we give them free rein to behave as they will, absolving them from the wickedness of their words and the evil of their hands.
—Ansolm Haas, The Isolation of Evil
Swarm of Crawling Claws
Swarms of crawling claws are typically animated by depraved necromancers. Occasionally, these grotesque swarms arise from mass graves or after tragedies, refusing to let their murderers escape their grasp.
Swarm of Crawling Claws
Medium Swarm of Tiny Undead, Neutral Evil
AC 12 Initiative +2 (12)
HP 49 (11d8)
Speed 30 ft., Climb 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Dex | 14 | +2 | +2 |
Con | 11 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
Int | 5 | −3 | −3 |
Wis | 10 | +0 | +0 |
Cha | 4 | −3 | −3 |
Resistances Bludgeoning, Piercing, Slashing
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses Blindsight 30 ft.; Passive Perception 10
Languages Understands Common but can’t speak
CR 3 (XP 700; PB +2)
Traits
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.
Actions
Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition.
Cultists
Doomsayers and Fanatics
Habitat: Any; Treasure: Individual, Relics
A death cultist and his followers summon Orcus, Demon Lord of Undeath
Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.
Cultist Agendas
1d6 | The Cultist Strives To… |
---|---|
1 | Bring about the end of a dominant order, an age, or the world. |
2 | Burn away the comfortable lies of reality, revealing forgotten or terrible truths. |
3 | Expand their faith though mind control or supernatural coercion. |
4 | Make global changes, like sinking the land or awakening volcanoes. |
5 | Remake life on a mass scale, altering other creatures’ bodies or spiritual beings. |
6 | Summon their deity or its herald, weapon, or realm into their world. |
Occult Symbols
Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult’s icons.
Cult Symbols
1d10 | The Symbol Is… | Depicted As… |
---|---|---|
1 | An alchemical sign | A calendar or map |
2 | An animal | A crest or as heraldry |
3 | A celestial body | An elaborate diagram |
4 | A deity’s icon | A metaphorical image |
5 | An element | A mystical being |
6 | An eye | Part of an equation |
7 | A geometric shape | A repeating pattern |
8 | A letter or number | A series of scratches |
9 | Part of a monster | A simple pictogram |
10 | A skull | A weapon or tool |
Cult Members
Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.
Cultist
Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices.
Cultist
Medium or Small Humanoid, Neutral
AC 12 Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 11 | +0 | +0 |
Dex | 12 | +1 | +1 |
Con | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 11 | +0 | +2 |
Cha | 10 | +0 | +0 |
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Cultist Fanatic
Cultist fanatics lead small cults or cells within larger cults. They’re privy to more of a cult’s mysteries than lower-ranking cultists are, granting them access to magical powers from their patrons.
Cultist Fanatic
Medium or Small Humanoid, Neutral
AC 13 Initiative +2 (12)
HP 44 (8d8 + 8)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 11 | +0 | +0 |
Dex | 14 | +2 | +2 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 14 | +2 | +4 |
Cha | 13 | +1 | +1 |
Skills Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive Perception 12
Languages Common
CR 2 (XP 450; PB +2)
Actions
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Light, Thaumaturgy
2/Day: Command
1/Day: Hold Person
Bonus Actions
Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.
Cultist Hierophant
Cultist hierophants are leaders who oversee the lives of their underlings, dictate the edicts of the cult, and interpret their patron’s will. They possess supernatural powers gained from the cult’s patron, supernatural sources, or the power of their own fanaticism. These leaders know their cult’s deepest secrets and often control strange relics, mystical sites, and monstrous servants.
Cultist Hierophant
Medium or Small Humanoid, Neutral
AC 16 Initiative +8 (18)
HP 144 (17d8 + 68)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Dex | 18 | +4 | +4 |
Con | 18 | +4 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 13 | +1 | +1 |
Wis | 16 | +3 | +7 |
Cha | 20 | +5 | +9 |
Skills Perception +7, Persuasion +9, Religion +5
Gear Breastplate, Holy Symbol
Senses Passive Perception 17
Languages Celestial, Common
CR 10 (XP 5,900; PB +4)
Actions
Multiattack. The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination.
Pact Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 18 (4d8) Radiant damage.
Radiant Ray. Ranged Attack Roll: +9, range 120 ft. Hit: 31 (4d12 + 5) Radiant damage.
Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17):
At Will: Mage Armor (included in AC), Thaumaturgy
1/Day Each: Jallarzi’s Storm of Radiance (level 7 version), Mass Suggestion
Types of Cultists
An aberrant cultist and an elemental cultist clash, unleashing the magic of their otherworldly patrons
Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship.
Aberrant Cultist
Aberrant cultists pursue mind-bending powers from alien forces. Aberrant cultists align with monsters such as aboleths and mind flayers or forces such as Cthulhu, Hadar, Ityak-Ortheel the Elf Eater, Nyarlathotep, malicious solar bodies, or entities from the Far Realm.
Aberrant Cultist
Medium or Small Humanoid, Neutral Evil
AC 14 Initiative +7 (17)
HP 137 (25d8 + 25)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 19 | +4 | +4 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 16 | +3 | +6 |
Wis | 18 | +4 | +7 |
Cha | 15 | +2 | +2 |
Skills Arcana +6, Perception +7, Religion +6
Senses Darkvision 90 ft.; Passive Perception 17
Languages Common, Deep Speech; telepathy 30 ft.
CR 8 (XP 3,900; PB +3)
Actions
Multiattack. The cultist makes two Tentacle Lash attacks. It can replace any attack with a use of Mind Rot.
Tentacle Lash. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Slashing damage plus 14 (4d6) Psychic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two tentacles, and it has the Restrained condition until the grapple ends.
Mind Rot. Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8) Psychic damage, and the target has the Poisoned condition until the start of the cultist’s next turn. Success: Half damage only.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Detect Thoughts, Minor Illusion
Reactions
Counterspell (2/Day). The cultist casts Counterspell in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Death Cultist
Death cultists revel in nihilistic forces, embracing them as paths to undeath, multiversal purity, or entropic inevitability. These cultists serve powerful undead beings, apocalyptic prophecies, or immortals with power over death, such as Acererak, Kyuss, Orcus, Vecna, or Wee Jas.
Death Cultist
Medium or Small Humanoid, Neutral Evil
AC 17 Initiative +4 (14)
HP 127 (15d8 + 60)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Dex | 12 | +1 | +1 |
Con | 18 | +4 | +7 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 16 | +3 | +6 |
Cha | 14 | +2 | +2 |
Skills Insight +6, Perception +6, Religion +4
Gear Splint Armor
Senses Passive Perception 16
Languages Common
CR 8 (XP 3,900; PB +3)
Actions
Multiattack. The cultist makes three attacks, using Dread Scythe or Deathly Ray in any combination.
Dread Scythe. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (1d10 + 4) Slashing damage plus 11 (2d10) Necrotic damage, and the target can’t regain Hit Points until the end of its next turn.
Deathly Ray. Ranged Attack Roll: +6, range 120 ft. Hit: 22 (4d10) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
At Will: Speak with Dead, Thaumaturgy
Bonus Actions
Spirit Wail (Recharge 5–6). Wisdom Saving Throw: DC 14, each creature in a 20-foot Emanation originating from the cultist. Failure: 14 (4d6) Psychic damage, and the target has the Frightened condition until the end of its next turn. Success: Half damage only.
Elemental Cultist
Elemental cultists harness destructive natural forces to cleanse the world of civilization or prove the dominance of one element over all others. Such cultists are aligned with Elemental monsters or wicked immortals such as the Princes of Elemental Evil or the Elder Elemental Eye.
Elemental Cultist
Medium or Small Humanoid, Chaotic Evil
AC 16 Initiative +4 (14)
HP 135 (18d8 + 54)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Dex | 12 | +1 | +1 |
Con | 16 | +3 | +6 |
Mod | Save | ||
---|---|---|---|
Int | 14 | +2 | +2 |
Wis | 18 | +4 | +7 |
Cha | 12 | +1 | +1 |
Skills Arcana +5, Perception +7, Religion +5
Gear Chain Mail
Senses Passive Perception 17
Languages Common, Primordial
CR 8 (XP 3,900; PB +3)
Actions
Multiattack. The cultist makes three attacks, using Elemental Flail or Elemental Claw in any combination.
Elemental Flail. Melee Attack Roll: +7, reach 5 ft. Hit: 25 (6d6 + 4) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder.
Elemental Claw. Ranged Attack Roll: +7, range 120 ft. Hit: 22 (4d10) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder. If the target is a Medium or smaller creature, the cultist moves the target up to 10 feet straight toward or away from itself.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Elementalism, Mage Hand
Reactions
Elemental Absorption (1/Day). Trigger: The cultist takes Acid, Cold, Fire, Lightning, or Thunder damage. Response: The cultist gives itself Resistance to that instance of damage and gains 10 Temporary Hit Points.
Dread Tharizdun, power of the Elder Elemental Eye and master of all destructive forces, I am the Champion of Elemental Evil and am ready to carry out your wishes.
—Rites of the Cult of Elemental Evil
Fiend Cultist
Fiend cultists worship fiends or evil deities. They often work to bring ruin to innocents or to summon their sinister patron into the world. Fiend cultists might serve infamous powers such as archdevils and demon lords, or foul immortals—beings such as Demogorgon, Pazuzu, Iuz, Zariel, or Zuggtmoy.
Fiend Cultist
Medium or Small Humanoid, Neutral Evil
AC 16 Initiative +5 (15)
HP 127 (17d8 + 51)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Dex | 15 | +2 | +2 |
Con | 16 | +3 | +6 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 18 | +4 | +7 |
Cha | 10 | +0 | +0 |
Skills Perception +7, Religion +4
Gear Breastplate
Senses Darkvision 90 ft. (unimpeded by magical Darkness); Passive Perception 17
Languages Abyssal, Common, Infernal
CR 8 (XP 3,900; PB +3)
Actions
Multiattack. The cultist makes three Pact Axe attacks.
Pact Axe. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Slashing damage plus 13 (3d8) Fire damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
At Will: Scorching Ray (level 5 version), Thaumaturgy
2/Day: Fireball (level 6 version)
Reactions
Hellish Rebuke. The cultist casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Cyclopes
Monocular Servants of Destiny
Habitat: Coastal, Desert, Grassland, Hill, Mountain, Underdark; Treasure: Armaments
Cyclopes are gigantic, one-eyed descendants of the gods. Using their mystical vision, cyclopes can witness how future events are likely to occur.
Cyclops Oracle
Cyclops oracles gaze through history to learn hidden truths. Many share these secrets with those who aid them in correcting the mistakes of the past.
Cyclops Oracle
Huge Giant, Chaotic Neutral
AC 16 Initiative +8 (18)
HP 207 (18d12 + 90)
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
Str | 22 | +6 | +6 |
Dex | 11 | +0 | +0 |
Con | 20 | +5 | +9 |
Mod | Save | ||
---|---|---|---|
Int | 16 | +3 | +3 |
Wis | 18 | +4 | +8 |
Cha | 10 | +0 | +0 |
Skills History +11, Perception +12
Senses Truesight 30 ft.; Passive Perception 22
Languages Giant
CR 10 (XP 5,900; PB +4)
Actions
Multiattack. The cyclops makes three attacks, using Radiant Strike or Flash of Light in any combination.
Radiant Strike. Melee Attack Roll: +10, reach 10 ft. Hit: 22 (3d10 + 6) Radiant damage.
Flash of Light. Ranged Attack Roll: +10, range 120 ft. Hit: 17 (2d10 + 6) Radiant damage, and the target has Disadvantage on attack rolls until the end of the cyclops’s next turn.
Spellcasting. The cyclops casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 16):
2/Day Each: Arcane Eye, Detect Magic, Locate Object
1/Day: Legend Lore
Reactions
Portent (Recharge 4–6). Trigger: The cyclops or an ally it can see makes a D20 Test. Response: The cyclops rolls 1d20 and chooses whether to use that roll in place of the d20 rolled for the D20 Test.
Cyclops Sentry
Most cyclops sentries serve their divine progenitors and oppose those who would tamper with fate.
Cyclops Sentry
Huge Giant, Chaotic Neutral
AC 14 Initiative +0 (10)
HP 138 (12d12 + 60)
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
Str | 22 | +6 | +6 |
Dex | 11 | +0 | +0 |
Con | 20 | +5 | +5 |
Mod | Save | ||
---|---|---|---|
Int | 8 | −1 | −1 |
Wis | 6 | −2 | −2 |
Cha | 10 | +0 | +0 |
Senses Passive Perception 8
Languages Giant
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The cyclops makes two attacks, using Stone Club or Rock in any combination.
Stone Club. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
Rock. Ranged Attack Roll: +9, range 30/120 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.
Reactions
Limited Foresight (Recharge 6). Trigger: A creature the cyclops can see makes an attack roll against it. Response: The cyclops imposes Disadvantage on the roll, and the cyclops gains Advantage on attack rolls against the target until the end of the cyclops’s next turn.