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Legendary Bestiary - Legendary Actions For Low-Level Monsters

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100% found this document useful (5 votes)
3K views35 pages

Legendary Bestiary - Legendary Actions For Low-Level Monsters

Uploaded by

Felix Rogberg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Legendary Bestiary - Version 1.

0
Authors: Christopher Walz, Alex Clippinger, Christian Eichhorn
Editor: Christopher Walz
Layout: Christian Eichhorn
Cover Art: Dark Elf vs Ogre by Dean Spencer
Monster Art: Wizards of the Coast

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work
is copyright 2020 by Christian Eichhorn and published under the Community Content Agreement for Dungeon Masters Guild.
CONTENTS
INTRODUCTION...............................................4 Challenge R ating 2 (CR 2).................................13
Allosaurus........................................................................ 13
How to Use This Book.........................................4
Ankheg............................................................................. 13
Design and Challenge R atings. .........................4 Awakened Tree............................................................... 13
Azer.................................................................................. 13
LEGENDARY ACTIONS..................................5 Bandit Captain................................................................. 14
Challenge R ating 1 (CR 1).................................5 Berserker.......................................................................... 14
Animated Armor............................................................. 5
Black Dragon Wyrmling................................................ 14
Brass Dragon Wyrmling................................................ 5
Bronze Dragon Wyrmling............................................. 14
Brown Bear...................................................................... 5
Carrion Crawler.............................................................. 15
Bugbear............................................................................ 6
Centaur............................................................................. 15
Copper Dragon Wyrmling............................................ 6
Cult Fanatic...................................................................... 15
Death Dog........................................................................ 6
Druid................................................................................ 15
Dire Wolf......................................................................... 6
Ettercap............................................................................ 15
Dryad................................................................................ 7
Faerie Dragon (Older).................................................... 15
Duergar............................................................................ 7
Gargoyle........................................................................... 16
Faerie Dragon (Younger)............................................... 7
Gelatinous Cube.............................................................. 16
Fire Snake........................................................................ 7
Ghast................................................................................ 16
Ghoul................................................................................ 8
Giant Boar........................................................................ 16
Giant Eagle....................................................................... 8
Giant Constrictor Snake................................................. 16
Giant Hyena..................................................................... 8
Giant Elk.......................................................................... 17
Giant Octopus................................................................. 8
Gibbering Mouther......................................................... 17
Giant Spider..................................................................... 9
Githzerai Monk............................................................... 17
Giant Toad....................................................................... 9
Gnoll Pack Lord.............................................................. 17
Giant Vulture.................................................................. 9
Green Dragon Wyrmling............................................... 17
Goblin Boss...................................................................... 9
Grick................................................................................. 18
Half-ogre......................................................................... 10
Griffon.............................................................................. 18
Harpy................................................................................ 10
Hunter Shark................................................................... 18
Hippogriff........................................................................ 10
Intellect Devourer........................................................... 18
Imp.................................................................................... 10
Lizardfolk Shaman.......................................................... 18
Kuo-toa Whip................................................................ 11
Merrow............................................................................ 19
Lion.................................................................................. 11
Mimic............................................................................... 19
Quadrone......................................................................... 11
Minotaur Skeleton.......................................................... 19
Quasit............................................................................... 11
Myconid Sovereign......................................................... 19
Scarecrow......................................................................... 11
Nothic............................................................................... 20
Specter.............................................................................. 12
Ochre Jelly........................................................................ 20
Spy.................................................................................... 12
Ogre.................................................................................. 20
Swarm of Quippers......................................................... 12
Ogre Zombie.................................................................... 20
Thri-kreen...................................................................... 12
Orc Eye of Gruumsh....................................................... 20
Tiger................................................................................. 12
Orog.................................................................................. 21
Yuan-ti Pureblood.......................................................... 12
3
Pegasus............................................................................. 21 Githyanki Warrior.......................................................... 26
Pentadrone....................................................................... 21 Gold Dragon Wyrmling................................................. 26
Peryton............................................................................. 21 Green Hag........................................................................ 26
Plesiosaurus..................................................................... 22 Grell.................................................................................. 27
Polar Bear......................................................................... 22 Hell Hound....................................................................... 27
Poltergeist........................................................................ 22 Hobgoblin Captain.......................................................... 27
Priest................................................................................. 22 Hook Horror.................................................................... 27
Quaggoth.......................................................................... 22 Killer Whale.................................................................... 28
Rhinoceros....................................................................... 22 Knight.............................................................................. 28
Rug of Smothering.......................................................... 23 Kuo-toa Monitor............................................................ 28
Saber-toothed Tiger....................................................... 23 Manticore......................................................................... 28
Sahuagin Priestess........................................................... 23 Minotaur.......................................................................... 29
Sea Hag............................................................................. 23 Mummy............................................................................ 29
Silver Dragon Wyrmling............................................... 23 Nightmare........................................................................ 29
Spined Devil..................................................................... 23 Owlbear............................................................................ 30
Swarm of Poisonous Snakes........................................... 23 Phase Spider..................................................................... 30
Wererat............................................................................ 24 Quaggoth Thonot........................................................... 30
White Dragon Wyrmling.............................................. 24 Spectator.......................................................................... 30
Will-o’-wisp................................................................. 24 Veteran............................................................................. 31
Water Weird................................................................... 31
Challenge R ating 3 (CR 3).................................25
Ankylosaurus................................................................... 25 Werewolf......................................................................... 31

Basilisk.............................................................................. 25 Wight............................................................................... 31

Bearded Devil.................................................................. 25 Winter Wolf................................................................... 32

Blue Dragon Wyrmling.................................................. 25 Yeti................................................................................... 32

Bugbear Chief.................................................................. 25 Yuan-ti Malison ........................................................... 32

Displacer Beast................................................................ 26
Doppelganger.................................................................. 26
LEGENDARY NAMES..................................33
Giant Scorpion................................................................ 26

4
INTRODUCTION
egendary actions are one of the coolest, We’ve also included a series of fun d20 roll tables at

L most memorable aspects of fifth edition


for me. As a DM, they allow you to make
dynamic choices throughout a combat round, not just
the end of naming a legendary creature, in case you
need to come up with one quickly.

relying on a single action to make a huge impact. This DESIGN AND CHALLENGE RATINGS
element of unpredictability keeps the more tactics-
minded players guessing as well, which is likely a big As we worked through this project, we wanted to
reason they come to the table. hold ourselves to a few design constraints, which I
hope we have successfully delivered:
Fifth edition’s legendary actions address one of
the biggest problems in previous editions: ‘big bads’ ÙÙ When possible, creatures should have a
often needed a lot of minions to survive more than a mix of low- and high-impact legendary actions.
couple of rounds against cunning players. This never These range from simply moving to a whole new
felt quite right for every ‘boss’ encounter; sometimes mechanic for the creature.
a creature is solitary and should be fearsome on their ÙÙ Since these are lower-CR creatures, no
own. legendary action should grant ‘free damage.’
We wanted to take this concept and apply it to a Damaging actions should require specific set up
wider range of creatures. It certainly makes sense or other circumstances or have multiple ways to
that an ancient dragon could be ‘legendary,’ but why defend against it.
not a bandit captain who has ruled the northern hills ÙÙ Deliver on the theme of the existing creature;
for decades, terrorizing villages and travelers alike? a legendary goblin boss should not become a huge
You can take a simple bandit captain and turn them hulking brute.
into Remilla the Accursed, an NPC the characters
Adding legendary actions to a lower-CR creature
can form a story around. Adding legendary actions to
certainly makes for a more difficult encounter. We
low-CR creatures makes them truly memorable and
have not recommended a specific CR increase, but
it surprises veteran players who have memorized the
if you use traditional XP for character advancement,
Monster Manual.
you may want to consider offering an additional 50%
or so XP for defeating a legendary creature.
HOW TO USE THIS BOOK
You may also decide to introduce one of these
We wanted this book to be as easy to use at the legendary creatures to a higher-level party than their
table as possible. You get exactly what is on the tin: CR would typically merit. If you do this, you may
legendary action options for CR 1–3 monsters and want to consider raising the creatures AC, hit points,
NPCs from the fifth edition Monster Manual. You can attack modifier, or spell save DC. There’s a great
either look up a creature ahead of time and create ‘cheat sheet’ for that on the Blog of Holding, which
a ‘boss’ version of them, or even add to a planned you can find here: Blog of Holding
encounter on the fly. The latter option is particularly We hope you enjoy what’s inside, and thank you for
great if the player characters have blown through your support!
what you thought were some really challenging
encounters and you still want to test their mettle.
5
LEGENDARY ACTIONS
CHALLENGE RATING 1 (CR 1) BRASS DRAGON WYRMLING
Deep Breaths. The dragon rolls to recharge its breath
The monster can take 1 legendary action, choosing weapons.
from the options below. Only one legendary action
Detect. The dragon makes a Wisdom (Perception)
option can be used at a time and only at the end of
check.
another creature's turn. The monster regains spent
Retreat. The dragon uses the Disengage action and
legendary actions at the start of its turn.
moves up to 20 feet.
ANIMATED ARMOR
BROWN BEAR
Armored Hindrance. The animated armor causes
Imposing Figure. The bear stands on its hind legs
one creature’s armor within 30 feet that it can see to
and lets out a roar. Any creature within 30 feet of
animate and hinder its wearer for 1 minute or until
the bear that can see and hear it must make a DC 11
the target uses an action to secure the armor. The
Wisdom saving throw or be frightened of the bear
target must be wearing medium or heavy armor.
until the end of their next turn.
The target has disadvantage on attack rolls and their
speed is reduced by 10 feet until the effect ends. The Overpowering Charge. The bear moves up to 15 feet
animated armor can only have one suit of armor in a straight line toward a creature. The creature
hindering its wearer at a time. must make a DC 15 Strength saving throw or be
knocked prone. If the target is knocked prone, the
Locking Gauntlet. The animated armor attempts to
bear makes an attack using its claws.
grapple (escape DC 14) one creature within 5 feet.

Paw
a n d Blood
tz
a s t er Pe
6 M
BUGBEAR DEATH DOG
Skirmish. The bugbear moves up to 10 feet and Consume Flesh. The dog eats a portion of a corpse
takes the Hide action. killed within the past hour, regaining 1d8 hit points.
Survival of the Fittest. The bugbear forces another A corpse can only be consumed once.
goblinoid into its enemies, creating an opening to Detect. The dog makes a Wisdom (Perception)
escape. The bugbear shoves one goblinoid within 5 check.
feet whose challenge rating is less than the bugbear’s Foul Breath. The dog exudes a disease-ridden stench
up to 10 feet toward an enemy. The shoved goblinoid in a 5-foot-sphere around itself. Any creature in the
falls prone at the end of the movement. area must make a DC 12 Constitution saving throw
Taskmaster. The bugbear shouts, forcing lesser or spend their next action retching and reeling.
goblinoids to action. Up to two goblins (but not Creatures that don't need to breathe or are immune
goblin bosses) within 30 feet use their reaction to to poison automatically succeed on this saving throw.
move up to 15 feet and make a melee weapon attack.
The goblins have disadvantage on this attack. DIRE WOLF
Call the Pack. One creature with the Pack Tactics
COPPER DRAGON WYRMLING trait that the wolf can see uses its reaction to move up
Deep Breaths. The dragon rolls to recharge its to its speed toward a target within 5 feet of the wolf.
breath weapons. Sunder Armor. The wolf tears away at an enemy’s
Detect. The dragon makes a Wisdom (Perception) armor, creating an opening for the pack. The wolf
check. makes a melee weapon attack against a creature
Retreat. The dragon uses the Disengage action and wearing nonmagical armor. The attack does not deal
moves up to 20 feet. damage, but the nonmagical armor takes a permanent
and cumulative −1 penalty to the AC it offers. The
armor is destroyed if the penalty reduces its AC to 10.

Thrice-Dead Morgar 7
DRYAD FAERIE DRAGON (YOUNGER)
Call Defenders. The dryad chooses one creature Glittercloud. The dragon shakes pearlescent dust
within 30 feet it has charmed with Fey Charm. from its wings, creating a 5-foot sphere of glittery
That creature uses its reaction to move up to 30 feet particles. Creatures and objects inside the sphere are
toward a hostile creature within 5 feet of the dryad lightly obscured.
and makes an attack. Rearrange Magic. The dragon targets two creatures
Fey Charm. The dryad uses its Fey Charm. it can see within 60 feet of it that have ongoing
Nurturing Touch. The dryad can touch a creature, magical effects created by a spell or magic item. The
restoring 1d8 + 2 hit points. dragon swaps the magical effects, changing the target
of each to the other creature. The dragon can target
DUERGAR itself as part of this action. If a target is unwilling,
they can make a DC 13 Charisma saving throw to
Break Free. The duergar rerolls a saving throw
resist the effect.
for any one effect that has charmed or paralyzed it.
The duergar’s Duergar Resilience trait applies to this
FIRE SNAKE
saving throw.
Fiery Touch. The fire snake touches one creature or
Partial Enlargement. The duergar enlarges the
object within 5 feet of it. If the fire snake touches a
muscles in their arms, back, and legs. The next attack
flammable object that isn’t being worn or carried, the
the duergar makes before the end of their next turn
object ignites.
deals an additional 1d4 damage. The duergar cannot
already be enlarged and use this action. Furnace Blast. Creatures within 5 feet of the fire
snake must succeed on a DC 10 Constitution saving
Partial Invisibility. The duergar becomes partially
throw or take 1d4 fire damage.
invisible and moves up to 15 feet. Attack made
against the duergar while partially invisible have
disadvantage. The duergar cannot already be invisible
and use this action.

8 Kobar the Flattener


Marrowslurper GIANT EAGLE
Eagle Eye. The eagle makes a Wisdom (Perception)
check.
Screech. The eagle gives an ear-splitting shriek.
Creatures within 5 feet of the eagle must succeed on a
DC 11 Constitution saving throw or become deafened
until the end of their next turn.
Swoop. The eagle flies up to half its speed. If it
passes within 5 feet of a hostile creature that can be
frightened, that creature must succeed on a DC 12
Wisdom saving throw or fall prone.

GIANT HYENA
Finish the Kill. The hyena makes one attack against a
dying creature.
First to the Feast. The hyena moves up to its speed
toward an incapacitated, prone, or unconscious
creature.
GHOUL Unnerving Laugh. The hyena cackles, forcing
Consume Flesh. The ghoul eats a portion of a corpse creatures within 30 feet that can hear the hyena to
killed within the past hour, regaining 1d8 hit points. make a DC 13 Wisdom saving throw or become
A corpse can only be consumed in this way once. frightened of the hyena. A target can repeat the
saving throw at the end of each of their turns, ending
Spew Retchling. The ghoul vomits forth the contents
the effect on themselves on a success. If a target
of its stomach, creating a retchling (use the statistics
passes the saving throw, they are immune to the
for a crawling claw, MM 44) in a space up to 10
hyena’s Unnerving Laugh for 24 hours.
feet away from the ghoul. The retchling acts on the
ghoul’s turn. The ghoul must use its Consume Flesh
GIANT OCTOPUS
Legendary Action before creating another retchling.
Blend. The octopus moves up to 15 feet and takes
the Hide action.
ng
n ted a halfli
Flail. The octopus flails. Up to three creatures of
r p e r h a u
Marrowslu
veling cleric
the octopus’ choice within its reach must succeed
ea r s . A t r a
village for y
on a DC 13 Strength check or be knocked prone. If
d
a b a t u r ne d the undea
of Besh
the octopus is grappling a creature with its tentacles

c a p t u r e d it straight when it uses this action, that creature is immediately


t
gourmet bu er
arrowslurp
freed.
c e t h e n , M
after. Sin
e, with the
Squeeze. The octopus crushes a creature grappled
e a n d t h e r
appears her
by its tentacles, dealing damage equal to its Strength
a rr iv in g soon after.
cleric
modifier.

9
GIANT SPIDER GIANT VULTURE
Reinforce Webbing. The spider rolls a creature Finish the Kill. The vulture makes one attack against
restrained by a web action (either its own or from a dying creature.
another giant spider or ettercap) in more webbing, Overpower. The vulture flies up to 20 feet toward
increasing the escape DC by 1, the web’s AC by 1, and a creature and attempts to knock it over. The target
its hit points by 3). must succeed on a DC 12 Strength saving throw or
Web Escape. The spider extends a line of webbing up be knocked prone. If the target is knocked prone, the
to 30 feet above itself and moves 15 feet up the line. vulture makes an attack with its talons.
Web Recharge. The spider rolls to recharge its web.
GOBLIN BOSS
GIANT TOAD Bravery. Another goblin that the goblin boss can
Leaping Retreat. The toad leaps off a target within 5 see within 60 feet uses its reaction to make a weapon
feet of it, Disengaging and moving up to 20 feet away attack with disadvantage.
in a straight line. If the target is a creature, it must Convincing Surrender. The goblin boss takes the
pass a DC 13 Strength saving throw or be knocked Disengage action and moves up to half its speed.
prone. Field Promotion. The goblin boss picks another
Spit. The toad spits out a target it has swallowed. goblin within 60 feet of it and takes the Hide action.
The target lands prone in an unoccupied space within Attacks against the chosen goblin have advantage for
5 feet. 1 minute.
Tongue Whip. The toad launches its tongue at a
target within 10 feet of it. The target must succeed on

Ballbeard S
a DC 13 Dexterity saving throw or be dragged 10 feet
limesword a
nd his
toward the toad.
band of me
rry gobbos.

10
HALF-OGRE HIPPOGRIFF
Angry Idiot. The ogre makes a melee weapon attack Eagle Eye. The hippogriff makes a Wisdom
against a target that used words the ogre cannot (Perception) check.
understand (such as casting a spell with verbal Galloping Takeoff. The hippogriff moves 15 feet
components or speaking in an unknown language) along the ground and then flies 10 feet into the air.
this round.
Swoop. The hippogriff flies up to half its speed. If
Lumber About. The ogre moves up to 15 feet. This it passes within 5 feet of a hostile creature that can
movement cannot be in a straight line. be frightened, that creature must succeed on a DC 12
Rouse Temper. If the ogre has taken damage this Wisdom saving throw or fall prone.
round, it has advantage on its next attack.
IMP
HARPY Darken. The imp reduces the level of illumination
Sadistic Puppeteer. The harpy commands one target light sources within 60 feet emit by one category
it has charmed to use its reaction to attack another (bright light becomes dim and dim light becomes
target charmed by the harpy within reach. If the total darkness) for 1 minute. The imp can only affect
attack hits, the damage caused does not allow for a light source once with this action. The darkness
another saving throw against the harpy’s Luring created by this action is considered magical.
Song. Summon Devil. The imp tries to remember the
Swoop. The harpy flies up to half its speed. If it name of a lemure or another imp. The imp has a
passes within 5 feet of a hostile creature that can be 50% chance to summon a lemure or a 25% chance to
frightened, that creature must succeed on a DC 12 summon an imp. The summoned devil appears in an
Wisdom saving throw or fall prone. unoccupied space within 10 feet of the imp. The imp
can only have one such devil summoned at a time.
Turn Invisible. The imp uses its Invisibility action.

Bl
oo
df
ai
la
nd
th
eM
ud
S
tic
ks

11
KUO-TOA WHIP
Cantrip. The kuo-toa casts a cantrip.
Staff Throw. The kuo-toa tosses a creature it has
grappled with its pincer staff up to 10 feet away. The
target must make a DC 14 Dexterity saving throw or
land prone.

LION
Sense Prey. The lion automatically succeeds on a
Wisdom (Perception) check against a target within
20 feet that doesn’t have all its hit points.
Sprint. The lion takes the Dash action.
Strength of the Pride. The lion lets out a deep
roar. Any other lions within 20 feet gain 1d4 + 1
temporary hit points.

QUADRONE
Calculated Shot. The next ranged weapon attack
the quadrone makes before the end of its next turn
ignores half and three-quarters cover.
Repair. The quadrone runs a maintenance
QUASIT
subroutine, regaining 1d8 hit points.
Lurk. The quasit takes the Hide action.
Stupify. The quadrone rapidly recites laws of the
Partial Transformation. The quasit gains a flying,
multiverse. Any creature without the axiomatic mind
climbing, or swimming speed of 40 feet until the end
trait within 60 feet of the quadrone that can hear
of its next turn. The quasit can use this action even if
it must make a DC 11 Wisdom saving throw or be
it is already in a beast form.
incapacitated until the end of their next turn.
Spit Poison. The quasit spits poison into the eyes of
a creature within 10 feet. The creature must make a
DC 10 Constitution saving throw or be blinded until
be
mble start can
Hunkardon's hu
the end of their next turn.

ba ck to J er od the Vile, who


traced
iliar.
uasit as his fam
SCARECROW
su m m one d th e q The Last Straw. The scarecrow flings straw from its

on w a s a d il ig ent student, body in a 5-foot radius around itself. Creatures in the


Hunkar d
nd
erod's secrets, a
area must succeed on a DC 11 Dexterity saving throw
lear ne d a ll of J or become blinded until the end of their next turn.
eration after a
took over the op Among the Rows. The scarecrow moves up to half its
accident.
tragic laboratory speed and takes the Hide action.

12
SPECTER THRI-KREEN
Deathly Chills. The specter moves up to 20 feet. If Advanced Antennae. The thri-kreen gains
the specter passes through living creatures as part of tremorsense out to a range of 30 feet until the end of
this movement, they must make a DC 10 Constitution its next turn.
saving throw or take 3 (1d6) cold damage. Leaping Charge. The thri-kreen jumps up to 30
Focused Hatred. The specter chooses one living feet toward a target. The target must make a DC 11
creature it can see within 30 feet. The specter has Strength saving throw or be knocked prone.
advantage on attacks made against that creature but
disadvantage on attacks made against other targets TIGER
until the end of the specters next turn. Sense Prey. The tiger automatically succeeds on a
Wisdom (Perception) check against a target within
SPY 20 feet that doesn’t have all its hit points.
Cursory Glance. The spy makes its choice of Sprint. The tiger takes the Dash action.
a Wisdom (Perception) check or Intelligence
Stalk. The tiger moves up to 10 feet and takes the
(Investigation) check.
Hide action.
Deft Hands. The spy makes a Dexterity (Sleight of
Hand) check. YUAN-TI PUREBLOOD
Feint. The spy targets a creature within 30 feet that Feint. The yuan-ti targets a creature within 30 feet
it can see, making a Charisma (Deception) check that it can see, making a Charisma (Deception) check
contested by the target’s Wisdom (Insight) check. contested by the target’s Wisdom (Insight) check. If
If the spy’s total exceeds the target’s, the spy’s next the yuan-ti’s total exceeds the target’s, the yuan-ti’s
attack roll against that target has advantage. next attack roll against that target has advantage.
Hypnotic Gaze. The yuan-ti focuses its gaze on one
SWARM OF QUIPPERS
target that can see its eyes within 30 feet. The target
Blind Rage. The swarm makes a bite attack against must make a DC 12 Wisdom saving throw or be
a target that doesn’t have all its hit points. The attack incapacitated until the end of the yuan-ti’s next turn.
deals an extra 7 (2d6) piercing damage. Until the
Snake Handler. The yuan-ti commands one snake
beginning of the swarm’s next turn, attacks against it
it has charmed with animal friendship. The snake
are made with advantage.
uses its reaction to move up to half its movement and
Swarming Frenzy. The swarm rushes a target make an attack.
within 10 feet of it, occupying its space to overwhelm
the target. The target must make a DC 11 Strength
saving throw or be restrained by the swarm. The
target can repeat their saving throw at the end of
each of their turns, ending the effect on themselves
on a success.
Sniff Out. The swarm makes a Wisdom
(Perception) check with advantage to find creatures
that don’t have all their hit points, relying on its
smell.
Oba, Eate
13 r of All
CHALLENGE RATING 2 (CR 2) AZER
Flare-Up. The azer’s illumination intensifies
The monster can take 2 legendary actions, choosing momentarily. Non-azer within the radius of the azer’s
from the options below. Only one legendary action bright light must succeed on a DC 12 Constitution
option can be used at a time and only at the end of saving throw or be blinded until the end of their next
another creature's turn. The monster regains spent turn.
legendary actions at the start of its turn.
Stoke. The azer increases the heat output of its body.
The azer adds its Constitution modifier to the result
ALLOSAURUS
of its next damage roll for its Heated Body or Heated
Leap. The allosaurus moves 10 feet and long jumps Weapons feature, up to the die’s maximum value.
up to 30 feet or vertically 10 feet.
Sprint. The allosaurus takes the Dash action.

r i s a n infamous
ld e
The Bou robs and
ANKHEG
i n w h o
apta
bandit c own the
Acid Recharge. The ankheg rolls to recharge its acid
p a n d d
is way u
spray.
pillages h k a t l a 's Counc
il
Burst Forth. If the ankheg is underground, it springs
ay. A t h
Trade W r g e s um for h
is
ffers a l a
up 10 feet, bursting out of the ground. Any creatures
within 5 feet of the unburrowing ankheg must of Six o o f a r, nobod
y
head . S
immense
make a DC 15 Strength saving throw or fall prone.
ed it.
has claim
Creatures in the ankheg’s space are pushed to the
nearest unoccupied space.
Stand Firm. The ankheg drives its claws into the
ground, firmly planting itself. The ankheg’s speed
becomes 0 and it has advantage on saving throws
against being knocked prone or moved. The ankheg
can use its bonus action to free its claws, ending the
effect.

AWAKENED TREE
Survival Instinct. The tree has advantage on its next
attack made against a creature that has dealt fire or
slashing damage to the tree in the past minute.
Uproot. The tree targets one creature within 10 feet
of it. The tree pulls up a root under the target’s feet,
forcing it to make a DC 13 Dexterity saving throw or

The Bould
fall prone.
er

14
BANDIT CAPTAIN
Pin. The captain throws a dagger at a target within
20 feet. The captain makes a ranged attack roll with
disadvantage. If the attack hits, it deals no damage but
the target is restrained until it or another creature
uses an action to pull the dagger out of the ground,
wall, or other surface.
Regain Guard. If the captain has used its Parry
reaction this round, it can take one additional
reaction this round, which must be spent for Parry.
Weapon Bind. The captain makes a melee weapon
attack against a target within 5 feet that is wielding
a melee weapon. If the attack hits, it deals no damage
but the captain binds the weapon and the target
cannot attack with it unless they use an action to
make a DC 12 Strength or Dexterity check. The
captain cannot attack with its scimitar while it has a
weapon bound.

BERSERKER
Brute Force. The berserker attempts to shove a
creature within reach.
f-Man
Push Through. The berserker moves up to half its Murderer-o
speed. It has resistance to nonmagical bludgeoning,
piercing, and slashing damage from opportunity
BLACK DRAGON WYRMLING
attacks it receives as a result of this movement.
Deep Breaths. The dragon rolls to recharge its
Worked Up. The berserker gains temporary hit
breath weapon.
points equal to its Constitution modifier.
Detect. The dragon makes a Wisdom (Perception)
check.
Retreat. The dragon uses the Disengage action and
The Murderer-of-Man, a moves up to 20 feet.
dragonborn berserker of unknown
origin and descent, slaughters his
BRONZE DRAGON WYRMLING
way around the Sea of Fallen
Deep Breaths. The dragon rolls to recharge its
breath weapons.
Stars. Although merciless in
Detect. The dragon makes a Wisdom (Perception)
battle, the cold-blooded killer check.
makes sure to bury his foes. Retreat. The dragon uses the Disengage action and
moves up to 20 feet.

15
CARRION CRAWLER DRUID
Ambush Predator. The carrion crawler takes the Nature’s Guard. Animal spirits swarm around one
Hide action. creature the druid can see within 60 feet. The target
Seize Victim. The carrion crawler attempts to must make a DC 12 Wisdom saving throw or have
grapple a creature within 10 feet. disadvantage on attacks until the end of its next turn.

Sense Prey. The carrion crawler uses its keen smell Trip. The druid causes roots or plants to trip a
to make a Wisdom (Perception) check. creature it can see within 30 feet. The target must
succeed on a DC 12 Dexterity saving throw or be
CENTAUR knocked prone.
Buck. The centaur attempts to escape a grapple.
ETTERCAP
Clear the Way. The centaur attempts to shove a
creature within 10 feet with its pike. Reel. The ettercap pulls a creature restrained by its
web up to 20 feet towards itself.
Gallop. The centaur takes the Dash action.
Web Lasso. The ettercap throws a strand of webbing
CULT FANATIC at a creature within 10 feet. The target must succeed
Beseech the Master. The next spell the fanatic casts on a DC 12 Dexterity saving throw or be restrained
before the end of its next turn has a +2 bonus to its by the ettercap’s web ability.
DC or the fanatic has +2 to hit with a spell attack, Web Recharge. The ettercap rolls to recharge its
if the spell requires one. The fanatic takes 4 (1d8) web.
psychic damage.
Unholy Fervor. The fanatic expends a spell slot of 1st FAERIE DRAGON (OLDER)
level or higher to take its Multiattack action. Glittercloud. The dragon shakes pearlescent dust
Words of the Master. The fanatic uncontrollably from its wings, creating a 5-foot sphere of glittery
speaks with the voice of whatever dark power it particles. Creatures and objects inside the sphere are
worships. The fanatic casts command without lightly obscured.
expending a spell slot but is frightened until the end Rearrange Magic. The dragon targets two creatures
of their next turn. it can see within 60 feet of it that have ongoing
magical effects created by a spell or magic item. The
dragon swaps the magical effects, changing the target
of each to the other creature. The dragon can target
itself as part of this action. If a target is unwilling,
they can make a DC 13 Charisma saving throw to
resist the effect.
Refresh Magic. The dragon targets a younger faerie
ile dragon within 60 feet of it and rolls a d6. On a 5-6,
h eV
t
the target regains the use of any spells cast using its

r od Innate Spellcasting trait.


Je

16
GARGOYLE
Elemental Rejuvenation. If the gargoyle is standing
on a stone surface, it roots itself in place, becoming
restrained until the end of its next turn. The gargoyle
regains 18 (4d8) hit points.
Frightening Visage. The gargoyle contorts its
features into something truly terrifying to its target.
A creature the gargoyle can see within 60 feet of it
must make a DC 14 Wisdom saving throw or become
frightened of the gargoyle. The creature can repeat
the saving throw at the end of each of their turns,
ending the effect on themselves on a success. The
target has disadvantage on this saving throw if they
can see the gargoyle. The gargoyle may only have one
target frightened in this way at a time.

GELATINOUS CUBE
Scoot. The cube moves 5 feet. The cube can’t use
this movement to enter another creature’s space, but
engulfed creatures move with it.
Spit. The cube spits out a partially-digested object
at a creature within 10 feet of it. The cube makes a
Voro
ranged weapon attack (-2 to hit, 2 (1d4) bludgeoning bar
the R
damage). etur
ned
GHAST GIANT BOAR
Command Ghouls. Up to three ghouls within 30 feet Shove. The boar attempts to shove a creature within
of the ghast use their reaction to Disengage and move reach.
up to 15 feet. Stubborn Rage. The boar gains temporary hit points
Consume Flesh. The ghast eats a portion of a corpse equal to its Constitution modifier.
killed within the past hour, regaining 2d8 hit points.
A corpse can only be consumed in this way once. GIANT CONSTRICTOR SNAKE
Spew Retchling. The ghast vomits forth the contents Overpower. The snake slams its huge body into a
of its stomach, creating a retchling (use the statistics target within 5 feet of it. The target must make a DC
for a crawling claw, MM 44) in a space up to 10 16 Strength saving throw or be knocked prone.
feet away from the ghast. The retchling acts on the Sink In. The snake causes a creature it has grappled
ghasts turn. The ghast must use its Consume Flesh to have disadvantage on checks made to escape the
Legendary Action before creating another retchling. grapple until the end of the snake’s next turn.

17
GIANT ELK GITHZERAI MONK
Bugle. The elk gives a bellow that can be heard up to Evasive Techniques. The githzerai takes the Dodge
300 feet away. Hostile creatures within 30 feet of the action.
elk that can hear it must succeed on a DC 12 Wisdom Minor Telekinesis. The githzerai casts mage hand or
saving throw or become frightened of the elk until moves a hand that already exists.
the end of their next turn.
Recenter. The githzerai rerolls its initiative check,
Paw the Ground. The elk works itself up for an using the new roll if it is higher.
attack. For 1 minute or until it uses this legendary
action again, when the elk rolls extra damage from its GNOLL PACK LORD
Charge feature, it can reroll the extra damage and use
Chomp. The gnoll makes a bite attack against a
either result.
creature within reach.
Sweep. The elk sweeps its antlers across two
Feral Instinct. The gnoll attempts to recharge its
adjacent spaces within reach. Creatures in those
Incite Rampage.
spaces must succeed on a DC 13 Dexterity saving
Lope. The gnoll moves up to its speed.
throw or be knocked prone.

GIBBERING MOUTHER GREEN DRAGON WYRMLING


Hock a Loogie. The mouther rolls to recharge its Deep Breaths. The dragon rolls to recharge its breath
blinding spittle. weapon.
Many-Eyed Monstrosity. The mouther makes a Detect. The dragon makes a Wisdom (Perception)
Wisdom (Perception) check. check.
Shriek. The mouther screams at a creature within Retreat. The dragon uses the Disengage action and
10 feet of it. The creature must succeed on a DC 10 moves up to 20 feet.
Charisma save or become deafened and unable to
speak until the end of its next turn.

Even among the insane gnolls,

Barbed Gnasher is a legend


.
It enters towns through
the sewers, eats the finest
morsels during their sleep,
and finally opens the gates

so its brethren can


enjoy the rest. Always
have a dagger ready to
take your own life when

Barbed Gnasher visits

your town.
18
GRICK INTELLECT DEVOURER
Ambush Predator. The grick takes the Hide action. Psychic Burst. The intellect devourer creates a burst
Drag. The grick makes an opposed Strength check of mental energy in a 5-foot sphere around itself. Any
against a Medium or smaller creature within 5 feet. If creature with an Intelligence 3 or higher in the area
the grick succeeds, it moves with the target up to 10 must make a DC 12 Intelligence saving throw or take
feet. 4 (1d6) psychic damage. If a target fails by 5 or more,
they are stunned until the end of their next turn.
GRIFFON Push the Limit. If the intellect devourer is currently
Eagle Eye. The griffon makes a Wisdom inhabiting a host, it takes the Attack or Dash action.
(Perception) check.
LIZARDFOLK SHAMAN
Snatch. The griffon attempts to grapple a creature
within 5 feet. If it succeeds, it can fly up to half its Bad Juju. The lizardfolk chooses one target within
speed. 30 feet of it that it can see. The target must make a
DC 12 Charisma saving throw or suffer one of the
Swoop. The griffon flies up to half its speed. If it
following effects of the lizardfolk’s choice: become
passes within 5 feet of a hostile creature that can be
frightened of the lizardfolk until the end of the
frightened, that creature must succeed on a DC 13
target’s next turn or have disadvantage on the next
Wisdom saving throw or fall prone.
saving throw the target makes before the end of their
next turn.
HUNTER SHARK
Cantrip. The lizardfolk casts a cantrip.
Blood in the Water. The shark moves 40 feet toward
a target that does not have all its hit points. Spirit Vessel. The lizardfolk briefly channels a spirit
into a corpse within 20 feet of it that it can see. The
Gonna Need a Bigger Boat. The shark makes an
corpse reanimates and serves the lizardfolk until the
attack against an object within 5 feet of it. This attack
end of its next turn. The corpse has the statistics of a
deals double damage.
zombie.
uab
uq
S
d
ar
iz
W
e
id
T

19
MERROW MINOTAUR SKELETON
Chum the Waters. The merrow makes a bite attack Spare Parts. The minotaur skeleton attaches a
against a creature it has grappled. skeleton within 5 feet of it to its body to repair
Reel. The merrow attempts to pull a Huge or damage. The minotaur skeleton regains hit points
smaller creature it hit with its harpoon since the end equal to 1d4 plus the skeleton’s remaining hit points.
of its last turn. The target must succeed on a Strength The skeleton is destroyed and absorbed into the
contest against the merrow or be pulled up to 20 feet minotaur skeleton.
toward the merrow. Gore Fling. The minotaur skeleton makes a Gore
Tie-up. The merrow attempts to grapple a creature it attack against a target, dealing half damage. The
has successfully pulled with its harpoon since the end target must succeed on a DC 12 Strength saving
of the merrow’s last turn. The merrow has advantage throw or be flung 10 feet away from the minotaur
on the Strength (Athletics) ability check made as part skeleton in a direction of its choice.
of this grapple.
MYCONID SOVEREIGN
MIMIC Fervor Spores. A 10-foot cloud of spores extends
Advanced Mimicry. A creature that is subjected to from the myconid. These spores can go around
the mimic’s Adhesive trait must succeed on a DC 10 corners and affect only creatures animated by
Charisma saving throw or the mimic polymorphs the sovereign’s own Animating Spores. Affected
into a copy of it. Its statistics remain the same. creatures have advantage on attacks made before the
end of their next turn.
Iron Maiden. While a creature is subjected to the
mimic’s Adhesive trait, the mimic turns into an iron Maturation Spores (Costs 2 Actions). The myconid
maiden and attempts to imprison the creature. The targets a myconid sprout within 5 feet of it, ejecting
target must succeed on a DC 12 Strength saving a stream of spores onto the target. The sprout
throw or become imprisoned. The imprisoned target immediately turns into a myconid adult.
is blinded and restrained, it has total cover against Weakening Spores. A 5-foot cloud of spores extends
attacks and other effects outside the mimic, and it from the myconid. These spores can go around
takes 7 (2d6) piercing damage at the start of each corners and affect only creatures with an Intelligence
of the mimic's turns. The mimic can have only one of 2 or higher that aren’t undead, constructs, or
target imprisoned at a time. If the mimic dies, an elementals. Affected creatures have disadvantage
imprisoned creature is no longer restrained by it, as it on saving throws made against the myconid’s other
reverts to its amorphous form. spore actions and legendary actions until the end of
its next turn.

or
b e s e t W aterdeep f
A mimic s
h e W a t erdhavian
months. T A rchitect.
u n g r y
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called it t s a n d shops,
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ple r ig h t
luring peo y to
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Some say
this day! 20
W
eiß OGRE
er
J
Angry Idiot. The ogre makes a melee weapon attack
äg
er against a target that used words the ogre cannot
understand (such as casting a spell with verbal
components or speaking in an unknown language)
this round.
Inspiring Size (Costs 2 Actions). The ogre puffs up its
chest, flexes, or makes another show of strength. The
ogre chooses a number of CR 2 or less allies equal
to its Strength modifier within 30 feet of it. These
creatures use their reaction to make an attack or take
the Dash action. The ogre cannot use this action if
the targets can see a Huge or larger creature, such as
a giant.
Rouse Temper. If the ogre has taken damage this
round, it has advantage on its next attack.

OGRE ZOMBIE
Lumber About. The zombie moves up to 15 feet.
NOTHIC This movement cannot be in a straight line.
Lurk. The nothic moves up to 15 feet and takes the Lunging Grasp. The zombie attempts to grapple a
Hide action. creature within 5 feet of it. If the attempt fails, the
Steal Arcana. The nothic casts a 5th-level or lower zombie must succeed on a DC 10 Dexterity saving
spell cast since its last turn within 60 feet of it. The throw or fall prone.
nothic must have seen the spell being cast. The spell
save DC for this spell is 12 and the nothic has +4 to ORC EYE OF GRUUMSH
hit on spell attacks made with a spell cast using this Battle Augury. The orc throws small bones and
action. The nothic casts this spell without material burning sticks across the battlefield. All orcs within
components if the spell requires them. 60 feet of it gain 2 (1d4) temporary hit points at
the beginning of their turns. If the orc uses this
OCHRE JELLY legendary action for 4 consecutive uses of its
Face Mask. The ochre jelly attempts to grapple a legendary action, all orcs within 60 feet of it have
target within 5 of it (escape DC 12). If successful, it advantage on their attack rolls for 1 minute or until
attaches itself to the target’s face and deals 3 (1d6) acid the orc loses concentration as if concentrating on a
damage to the target. At the beginning of each of the spell.
target’s turns, it takes 3 (1d6) acid damage as long as Disengage. The orc takes the Disengage action and
the ochre jelly grapples it. moves up to 10 feet.
Detonate. The ochre jelly causes one of the split Holy Spear. The orc makes an attack with its
jellys to explode. Creatures within 5 feet of the spiritual weapon, if it is summoned.
explosion must succeed on a DC 12 Dexterity saving
throw or take 10 (3d6) acid damage.
21
OROG PEGASUS
Fearsome Display. The orog roars, brandishes its Divine Will. The pegasus allows a good-aligned
weapon, or performs another similar display of creature within 30 feet of it that is charmed,
might. Creatures other than orcs within 30 feet of frightened, incapacitated, or stunned to reroll their
the orog that can see it must make a DC 13 Wisdom saving throw against the source of the condition.
saving throw or become frightened of the orog until Emboldening Presence. The pegasus assumes a
the end of their next turn. majestic stance, giving hope to those nearby. Good-
Studied Assault. The orog studies an opponent’s aligned creatures within 10 feet of the pegasus that
movements and makes an Intelligence check DC 8 can see it can roll a d4 and add the number rolled to
+ the target’s proficiency modifier. If successful, the their next attack made before the end of their next
orog has advantage on the next attack made against turn.
that target before the end of the orog’s next turn. Galloping Takeoff. The pegasus moves 15 feet along
Tactical Repositioning. The orog takes the Disengage the ground and then flies 20 feet into the air.
action and moves 15 feet. This movement cannot be
toward an enemy. PENTADRONE
Direct Attack. The pentadrone detaches one of its
eyes to float around a target within 30 feet of it that

t
Flayer, Grea
it can see until the end of the pentadrone’s next turn.
d u sh S k in -
Gor Any modrons of lower rank than the pentadrone
kim Tribe
Orog of the I
have advantage on attacks made against the target.
Reserve Gas Canister. The pentadrone recharges its
paralysis gas.
Stupify. The pentadrone rapidly recites laws of the
multiverse. Any creature without the Axiomatic
Mind trait within 60 feet of the quadrone that can
hear it must make a DC 13 Wisdom saving throw or
be incapacitated until the end of their next turn.

PERYTON
Go for the Heart. The peryton makes a melee attack
against a humanoid that has half of fewer of its
maximum hit points.
Snatch. The peryton attempts to grapple a creature
within 5 feet. If it succeeds, it can fly up to half its
speed.
Swoop. The peryton flies up to half its speed. If it
passes within 5 feet of a hostile creature that can be
frightened, that creature must succeed on a DC 12
Wisdom saving throw or fall prone.

22
PLESIOSAURUS PRIEST
Blood in the Water. The plesiosaurus moves 20 feet Divine Presence. The priest casts either its light or
toward a target that does not have all its hit points. thaumaturgy cantrip.
Dive. The plesiosaurus swims 80 feet directly Prayer for Protection (Costs 2 Actions). The priest and
downward. up to 3 allies within 10 feet of the priest add 1d4 to
the next saving throw they make before the start of
POLAR BEAR their next turn.
Imposing Figure. The bear stands on its hind legs Sacrifice. The priest takes 1d4 psychic damage;
and lets out a roar. Any creature within 30 feet of a creature of the priest’s choice within 30 feet of it
the bear that can see and hear it must make a DC 12 gains hit points equal to the damage dealt.
Wisdom saving throw or be frightened of the bear
until the end of their next turn. QUAGGOTH
Overpowering Charge. The bear moves up to 15 feet Bloody Frenzy. If the quaggoth is under the effects
in a straight line toward a creature. The creature of its Wounded Fury trait, it makes one attack against
must make a DC 15 Strength saving throw or be a dying creature.
knocked prone. If the target is knocked prone, the Leaping Tackle. The quaggoth jumps up to 30 feet in
bear makes an attack using its claws. a straight line toward a target. The target must make
Pin. The bear pins a prone creature within 5 feet of a DC 13 Strength saving throw or be knocked prone.
it. The creature is grappled (escape DC 15). Undying Fury. The quaggoth reduces the next
source of damage it takes before the end of its next
POLTERGEIST turn by its Constitution modifier.
I’m Heeere. The poltergeist slams doors open and
closed again, breaks minor unattended objects, and RHINOCEROS
makes other scary displays of might in an area 30 feet Disengage. The rhinoceros uses the Disengage
around it. Any creature that can see the area must action and moves up to 10 feet.
make a DC 12 Wisdom saving throw or become
Trample. The rhinoceros tramples a creature
frightened until the end of their next turn.
within 5 feet of it that is prone. The target must
Telekinetic Disarm. The poltergeist disarms a target make a DC 13 Dexterity saving throw or take 9 (2d8)
within 30 feet of it. The poltergeist makes a Charisma bludgeoning damage on a failed save, or half as much
check contested by the target’s Strength check. If damage on a successful one.
the poltergeist wins the contest, the poltergeist hurls
Unsettling Roar. Creatures within 15 feet of the
one object wielded by the target up to 30 feet in any
rhinoceros must succeed on a DC 15 Wisdom saving
direction.
throw or must subtract 1d4 from their next attack roll
Telekinetic Trip. The poltergeist throws a piece of or saving throw.
debris or other object toward a creature within 30
feet of it. The target must make a DC 12 Dexterity
saving throw or be knocked prone. Krokhorbor, a crimson rhinoceros
blessed by Malar, roams the Shaar
and protects its lands. The
natives worship Krokhorbor and
23 lure invaders its way.
RUG OF SMOTHERING The target may repeat the saving throw at the end
of each of their turns, ending the effect on themselves
Snap. The rug snaps a cloud of dust into the face of a
on a success.
creature within 5 feet of it, forcing it to make a DC 11
Constitution saving throw or become incapacitated Unruly Waters. The hag targets a 60-foot-cube of
with sneezing and choking until the end of its next water and causes it to churn and twist unnaturally
turn. until the end of the hag’s next turn. For the duration,
the area is difficult terrain.
Unravel. The rug releases a smothered creature,
causing it to land prone in an unoccupied space
SILVER DRAGON WYRMLING
within 5 feet.
Deep Breaths. The dragon rolls to recharge its breath
SABER-TOOTHED TIGER weapons.
Sense Prey. The tiger automatically succeeds on a Detect. The dragon makes a Wisdom (Perception)
Wisdom (Perception) check against a target within check.
20 feet that doesn’t have all its hit points. Retreat. The dragon uses the Disengage action and
Sprint. The tiger takes the Dash action. moves up to 20 feet.
Stalk. The tiger moves up to 10 feet and takes the SPINED DEVIL
Hide action.
Cover Up. The devil curls up, using its spines
defensively. Any creature that touches the devil or
SAHUAGIN PRIESTESS
hits it with a melee attack while within 5 feet of it
Blood in the Water. The sahuagin moves 40 feet before the beginning of the devil’s next turn takes 5
toward a target that does not have all its hit points. (2d4) piercing damage.
Command Shark. The sahuagin telepathically Evasive Action. The devil takes the Dodge action if
commands a shark within 120 feet of it. The shark it is flying.
uses its reaction to move up to 30 feet and make an
Spine Storm. The devil prepares to throw a hail of
attack.
tail spines. The next tail spine attack the devil makes
Sekolah’s Bite. The sahuagin attacks with her before the end of its next turn hurls three spines,
spiritual weapon. dealing 9 (3d4 + 2) piercing damage. This attack
reduces the number of tail spines remaining by three
SEA HAG
and cannot be used if the devil has fewer than three
Birth Spawn. The hag belches forth a swarm of spines remaining.
quippers into a body of water within 5 feet of the
hag. The swarm acts on the hag’s turn and obeys any SWARM OF POISONOUS SNAKES
commands the hag issues. The hag can only have one Entwine. A creature whose space the swarm
swarm of quippers at a time. occupies must succeed on a DC 12 Strength or
Bloating Curse (Costs 2 Actions). The hag targets one Dexterity saving throw or the swarm attaches itself
creature within 30 feet of it that it can see. The target to it. While attached, the swarm has advantage on
must make a DC 13 Charisma saving throw or their attack rolls against the target and moves with it. The
skin becomes bloated as if by sea water. The target is target can use an action to detach the swarm.
poisoned and begins sinking if they are submerged in Split. The swarm spawns a poisonous snake within
water. 5 feet of it and loses 2 hit points.
24
Flea-Ear
is a notor
ious were
who visit rat
s Neverw
orphanage inter's
s during
The lyca the night
.
nthrope i
nfects th
children e
with its
spirits th c u rse and
em away
following during th
months, e
never to
return.

WERERAT
Adaptable Tactics. If the wererat is in its humanoid
or hybrid forms, it takes the Hide action. If it is in its
rat form, it takes the Disengage action.
Dirty Tricks (Humanoid or Hybrid Form Only). The
wererat throws sand, filth, or another substance at
a creature within 5 feet of it. The wererat makes
a ranged attack roll; if the attack hits, the target is
blinded until the end of their next turn.
Sudden Change. The wererat uses its Shapechanger
trait.

WHITE DRAGON WYRMLING


Deep Breaths. The dragon rolls to recharge its breath
weapon.
Detect. The dragon makes a Wisdom (Perception)
check.
Retreat. The dragon uses the Disengage action and
moves up to 20 feet.

WILL-O’-WISP
Entrance. The will-o’-wisp blinks hypnotically at
a creature within 10 feet. The creature must make a
DC 12 Wisdom saving throw or become charmed by
the will-o’-wisp until the end of its next turn.
Illumination. The will-o’-wisp uses its Variable
Illumination trait.
Wink. The will-o’-wisp and it’s light magically
become invisible until the start of its next turn.
25
CHALLENGE RATING 3 (CR 3) BLUE DRAGON WYRMLING
Deep Breaths. The dragon rolls to recharge its breath
The monster can take 3 legendary actions, choosing weapons.
from the options below. Only one legendary action
Detect. The dragon makes a Wisdom (Perception)
option can be used at a time and only at the end of
check.
another creature's turn. The monster regains spent
Retreat. The dragon uses the Disengage action and
legendary actions at the start of its turn.
moves up to 20 feet.
ANKYLOSAURUS
BUGBEAR CHIEF
Hunker. The ankylosaur adds it’s Constitution
Blessed of Hruggek (Costs 2 Actions). The bugbear
modifier to its AC until the start of its next turn.
chief targets another bugbear within 30 feet of it
Sweep. The ankylosaur forces one creature within
that it can see that has been charmed, frightened,
reach of its tail to make a DC 14 Strength saving
paralyzed, poisoned, stunned, or put to sleep. The
throw or be knocked prone.
effect ends on the target and it can use its reaction to
make an attack.
BASILISK
Survival of the Fittest. The bugbear forces another
Startle. The basilisk attempts to startle a creature
goblinoid into its enemies, creating an opening to
within 30 feet that has averted its eyes from the
escape. The bugbear shoves one goblinoid within 5
basilisk. The creature must succeed on a DC 10
feet whose challenge rating is less than the bugbear’s
Wisdom saving throw or look at the basilisk. If a
up to 10 feet toward an enemy. The shoved goblinoid
creature succeeds on its saving throw, it becomes
falls prone at the end of the movement.
immune to the basilisk’s startle for 24 hours.
Taskmaster. The bugbear shouts, forcing lesser
Lumbering Tackle. The basilisk moves 10 feet
goblinoids to action. Up to two goblins (but not
straight toward a creature and attempts to push it
goblin bosses) or one bugbear within 30 feet use
over. The target must make a DC 13 Strength saving
their reaction to move up to 15 feet and make a melee
throw or be knocked prone.
weapon attack. The targets have disadvantage on this
BEARDED DEVIL attack.

Bark Beetle Siblings


Defensive Stance. The devil takes a defensive stance,
twirling its glaive around its body. The devil adds 2
to its AC against the next weapon attack made against
it before the beginning of its next turn.
Infernal Hatred. The devil chooses a target within
15 feet of it that has damaged it since the end of its
last turn. The devil has advantage on the next melee
weapon attack made against the target before the end
of the devil’s next turn.
Step Through Hell (Costs 2 Actions). The devil
teleports up to 60 feet to a location it can see.

26
ty
it
K
GITHYANKI WARRIOR
il
ev
Dimension Swap. The githyanki switches places
D with an ally within 30 feet of it that it can see.
Psionic Dervish. The githyanki moves up to 60 feet.
This movement can be along walls, the ceiling, and
over water and similar surfaces. The githyanki must
end its movement on solid ground.
Thought Shield. The githyanki has advantage on the
next saving throw it makes against being charmed,
frightened, incapacitated, stunned, or put to sleep
before the end of its next turn.

DISPLACER BEAST GOLD DRAGON WYRMLING


Redisplacement. If the displacer beast’s Displacement
Deep Breaths. The dragon rolls to recharge its breath
trait is currently disrupted by an attack, roll a d6; on a
weapons.
5-6, the trait begins functioning immediately.
Detect. The dragon makes a Wisdom (Perception)
Prowl. The displacer beast takes the Hide action.
check.
Scattered Movement. The displacer beast moves
Retreat. The dragon uses the Disengage action and
up to half its speed without provoking opportunity
moves up to 20 feet.
attacks.
GREEN HAG
DOPPELGANGER
Cantrip. The hag casts a cantrip.
Bamboozle. The doppelganger takes the Disengage
Enticing Treat. The hag produces a piece of candy
action and moves up to half its speed.
from a fold in her clothing and entices a target within
Blend In. The doppelganger uses its Shapechanger
15 feet that she can see. The target must make a DC
trait.
14 Wisdom saving throw or use its reaction to move
Sneak. The doppelganger takes the Hide action. toward the hag. If the target fails its saving throw by
5 or more, the target is charmed by the hag until the
GIANT SCORPION end of its next turn.
Armored Exoskeleton. The scorpion braces itself Evil Eye. A target within 30 feet of the hag that can
until the start of its next turn. The first attack roll see her has disadvantage on its next ability check,
against it during this time has disadvantage. attack roll, or saving throw it makes before the end of
Potency. The scorpion prepares its venom. If it hits its next turn.
a creature with its stinger before the end of its next
turn, it rolls the poison damage twice and uses either
result. Karamaga, a fabled hag, lives in a
Squeeze. The scorpion deals bludgeoning damage sentient, walking hut and troubles
equal to its Strength modifier to one creature it is the countryside. She abducts
grappling. children who must shovel coals and
replaces them with polymorphed pigs,
27 the families none the wiser.
GRELL HOBGOBLIN CAPTAIN
Brain Attack. A creature within 60 feet of the grell Combat Instruction. The hobgoblin picks another
must succeed on a DC 12 Wisdom saving throw or creature it can see within 60 feet that has the Martial
take 5 (2d4) psychic damage. Advantage trait; the target’s Martial Advantage
Shock. A creature grappled by the grell must make damage increases to 10 (3d6) until the end of its next
a DC 15 Constitution saving throw. A target takes turn.
5 (1d10) lightning damage on a failed save, or half as Field Medicine. The hobgoblin applies field medicine
much damage on a successful one. to itself or an ally within 5 feet of it; the target gains
Take Off. The grell uses the Disengage action and 1d6 temporary hit points.
moves up to 10 feet. Support the Troops. The hobgoblin takes the Help
action against a hostile creature within 5 feet of it.
HELL HOUND
Call the Pack. One creature with the Pack Tactics HOOK HORROR
trait that the hound can see uses its reaction to move Clamber. The hook horror climbs up to half its
up to its speed toward a target within 5 feet of the speed.
hound. Knock Hook. The hook horror makes a Wisdom
Deep Breaths. The hound rolls to recharge its fire (Perception) check.
breath. Hooked. The hook horror attempts to shove a
Exhale Ash. The hound exhales a pitch-black ash creature within reach.
cloud into a 5-foot-square area within 5 feet of it. Any
creature in the area is blinded by the ash.

ist
t eg
a
tr
S
nd
ra
G
he
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28
KILLER WHALE KUO-TOA MONITOR
Brutal Ram. If the whale moves at least 40 feet Leap. The kuo-toa leaps a distance up to its speed.
straight toward a target, the target must succeed on Super Slippery. The kuo-toa exudes more of the
a DC 14 Strength saving throw or become stunned slippery liquid that covers its body. Attack rolls made
until the end of its next turn. against the kuo-toa have disadvantage until the end
Tail Fin Attack. A creature within 10 feet of the of its next turn.
whale must make a DC 14 Dexterity saving throw.
A target takes 7 (2d6) bludgeoning damage on failed MANTICORE
save, or half as much damage on a successful one. Abduct. The manticore grapples a target (escape DC
13). If it succeeds and the target is Medium or smaller,
KNIGHT the manticore flies up to 30 feet.
Challenge. The knight targets one creature it can see Charging Tackle. The manticore moves up to 20 feet
within 30 feet of it. The knight gains +2 AC against toward a target and tackles it. The target must make a
that creature for 1 minute or until it challenges DC 13 Strength saving throw or be knocked prone.
another creature.
Spike Storm. The manticore prepares to throw a hail
Command. The knight commands a creature within of tail spikes. The next tail spike attack the manticore
60 feet of it. The creature can use its reaction to make makes before the end of its next turn hurls three
one weapon attack or move up to half its speed. spikes, dealing 16 (3d8 + 3) piercing damage. This
Rally. The knight gives a rallying cry. Up to 3 attack reduces the number of tail spikes remaining by
other creatures of the knight’s choice within 30 feet three and cannot be used if the manticore has fewer
of it gain temporary hit points equal to the knight’s than three spikes remaining.
Constitution modifier (+2).

Ta
sha
the
Fal
len

o f t h e S acred Salt
Protector

29
Since centuries, the Blue Demon MUMMY
patrols the halls of Quarduhl. The Fiery Rage. If the mummy has taken fire damage
treasure of these ancient halls remain since the end of its last turn, it moves up to 20 feet
and attacks with its rotting fist.
untouched, as the Blue Demon slays
Reaping Word. The mummy utters an ancient word
one looter after the other.
foretelling doom on a target within 20 feet of it that
can hear the mummy. The target must make a DC
11 Charisma saving throw or take 10 (3d6) necrotic
MINOTAUR damage at the end of their next turn. A remove curse
Bullheaded. The minotaur gains temporary hit spell or similar magic ends this effect.
points equal to its Constitution modifier. Will of Dark Gods (Costs 3 Actions). If the mummy
Shove. The minotaur attempts to shove a target in has 25 or fewer hit points, it casts vampiric touch.
reach. If the target loses the contest, they are shoved Once the mummy has made one successful attack
10 feet away from the minotaur. The minotaur can with the spell, the effect ends.
choose to follow the target.
Sudden Entrance (Costs 2 Actions). The minotaur
NIGHTMARE
moves up to 40 feet in a straight line. If the minotaur Bellow Smoke. The nightmare breathes out an
moves at least 10 feet and comes into contact with undulating cloud of black smoke in a 20-foot cone.
a solid surface, such as a wall, it can make a DC 14 Creatures other than the nightmare are blind while
Strength check to burst through a wooden barrier inside the area.
up to 5 feet thick, a stone barrier up to 1 foot thick, Fiendish Will. The nightmare allows an evil-
or a metal barrier up to an inch thick. Any creature aligned creature within 30 feet of it that is charmed,
within 30 feet of a barrier the minotaur breaks down frightened, incapacitated, or stunned to reroll their
must make a DC 10 Wisdom saving throw or be saving throw against the source of the condition.
frightened of the minotaur until the end of its next
Terrible Visage. The nightmare stamps the ground
turn.
and flares its mane, disheartening those near it.
Good-aligned creatures within 30 feet that can see
the nightmare must make a DC 12 Wisdom saving
throw or have disadvantage on Wisdom saving
throws from creatures other than the nightmare until
the end of their next turn. If the creature’s saving
throw is successful, it is immune to the nightmare’s
terrible visage for 24 hours.

D e mon
e B lue hl
Th Quardu
30 of
OWLBEAR QUAGGOTH THONOT
Imposing Figure. The owlbear stands on its hind Bloody Frenzy. If the quaggoth is under the effects of
legs and lets out a roar. Any creature within 30 feet its Wounded Fury trait, it makes one attack against a
of the owlbear that can see and hear it must make a dying creature.
DC 11 Wisdom saving throw or be frightened of the Leaping Tackle. The quaggoth jumps up to 30 feet in
owlbear until the end of their next turn. a straight line toward a target. The target must make
Overpowering Charge. The owlbear moves up to 15 a DC 13 Strength saving throw or be knocked prone.
feet in a straight line toward a creature. The creature Psionic Fortitude. The quaggoth empties its mind
must make a DC 15 Strength saving throw or be of pain. Roll 1d4 – 1 (minimum 1) the next time
knocked prone. If the target is knocked prone, the the quaggoth takes damage before the end of its
owlbear makes an attack using its claws. next turn. The quaggoth does not suffer the damage
Stubborn Furiosity. The owlbear rerolls its saving immediately but instead takes it at the end of its turn
throw against one effect causing it to be charmed, after a number of rounds equal to the result of the d4.
frightened, incapacitated, or stunned.
SPECTATOR
PHASE SPIDER Evasive Action. The spectator takes the Dodge
Ephemeral Web. The spider fires webs at a creature action if it is flying.
within 30 feet of it. The target must succeed on a Glimpse of Madness. Roll a d6. On a 3–6 the
DC 12 Dexterity saving throw or become restrained. spectator uses an eye ray of its choice. On a 1–2 the
The target can use its action to make DC 12 Strength spectator falls into a maddening argument with
check, bursting the webbing on a success. The webs itself or an imagined creature; all attacks against the
vanish to the Ethereal Plane at the end of the target’s spectator have advantage until the end of its next
next turn. turn.
Ethereal Jaunt. The spider uses its Ethereal Jaunt Renewed Defences. If the spectator successfully
ability. reflected a spell (the new target failed their saving
Skitter. The spider moves up to half its speed. throw or was hit by the spell attack) since the end of
its last turn, it regains its reaction.
r
ne
p in
S
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ea
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31
VETERAN WIGHT
Defensive Fighting. If the veteran is wielding its Call of the Grave (Costs 2 Actions). The wight speaks
longsword and shortsword, it gains a +2 bonus to AC. a dark word, bringing death closer to the dying. Any
Determined Strike. The veteran targets one dying creatures within 60 feet of the wight must
creature it can see within 30 feet of it. The veteran make a DC 12 Constitution saving throw or suffer a
has advantage on the next attack made against that failed death saving throw.
target before the end of the veteran’s next turn, but A humanoid slain by this legendary action rises
disadvantage on attacks against any other target. 24 hours later as a zombie under the wight's control,
Pinning Shot (Costs 2 Actions). The veteran takes unless the humanoid is restored to life or its body is
careful aim, firing a bolt that pins its target to the destroyed. The wight can have no more than twelve
ground. If the veteran is wielding a loaded heavy zombies under its control at one time.
crossbow, it fires at a target within 60 feet of it. If Chilling Touch (Costs 2 Actions). The wight touches
the attack hits, it deals no damage but the target is a creature within reach, forcing them to make a DC
restrained until they or another creature take an
13 Constitution saving throw or be stunned until the
action to remove the bolt.
end of their next turn.
WATER WEIRD Command Zombies. The wight issues a command
Invisible Retreat. The water weird Disengages to any zombies created by its life drain action or call
and moves up to 20 feet underwater, completely of the grave legendary action within 20 feet of it.
submerging itself. The zombies can use their reaction to either move or
make an attack.
Sink In. The water weird causes a creature it has
grappled to have disadvantage on checks made to
escape the grapple until the end of the water weird’s Cold Eye
next turn.
Water Jet. The water weird fires a 20-foot-long,
5-foot-wide line from its mouth. Any creatures in the
area must make a DC 13 Strength saving throw or
be pushed 10 feet away. If a creature fails the saving
throw by 5 or more, it is knocked prone at the end of
this movement.

WEREWOLF
Adaptable Tactics. If the werewolf is in its humanoid
or hybrid forms, it takes the Dodge action. If it is in
its wolf form, it takes the Dash action.
Startling Howl (Hybrid or Wolf Form Only). The
werewolf howls, forcing every creature within 60
feet that can hear it to make a DC 10 Wisdom saving
throw or be frightened of the werewolf until the end
of their next turn.
Sudden Change. The werewolf uses its Shapechanger
trait.
32
WINTER WOLF YUAN-TI MALISON
Call the Pack. One creature with the Pack Tactics Intensify Poison. A creature within 5 feet of the
trait that the wolf can see uses its reaction to move up yuan-ti which was hit by its bite attack during the last
to its speed toward a target within 5 feet of the wolf. round must succeed on a DC 15 Constitution saving
Deep Breaths. The wolf rolls to recharge its cold throw or be poisoned for 1 minute. The target can
breath. repeat the saving throw at the end of its turn, ending
the effect on itself on a success.
Hit and Run. If the wolf has made a successful attack
since the beginning of its last turn, it Disengages and Ophidian Charms (Costs 2 Actions). The yuan-ti issues
takes the Hide action. a new suggestion to a target of its suggestion within 30
feet of it that can hear the yuan-ti.
YETI Squeeze. A creature grappled by the yuan-ti must
Howl. The yeti howls at a creature it can see within make a DC 15 Strength saving throw. The target
30 feet. The creature must make a DC 11 Wisdom takes 5 (1d10) bludgeoning damage on a failed save, or
saving throw or be frightened of the yeti until the half as much damage on a successful one.
end of its next turn.
Lumber. The yeti moves up to half its speed, or up
Hor-Tora, King of
to its full speed if it has taken fire damage since the Yetis
end of its last turn.
Predatory Instincts. The yeti makes a Wisdom
(Perception) check.

In the far north lies the


village of Caer-Konig,
covered by snow all year
round.
The village folks have a
peculiar tradition. During
the winter solstice, they
don white pelts and bring
offerings to a small shrine
high up the Cairn. They say
it is vital to appease Hor-
Tora, the King of Yetis.

33
LEGENDARY NAMES
To determine the name of a legendary monster, first roll on the Prefixes table, then on the Title table, and finally
on the Suffix table.
Prefixes Title
d20 Prefix d20 Title
1 The Awful 1 Hunter
2 The Terrible 2 Killer
3 The Possessed 3 Protector
4 The Wise 4 Stalker
5 The Ancient 5 Monstrosity
6 The Ravenous 6 Eviscerator
7 The Diseased 7 Devourer
8 The Mad 8 Lurker
9 The Abhorrent 9 Beast
10 The Repugnant 10 Annihilator
11 The Deadly 11 Ravager
12 The Devious 12 Warden
13 The Haunted 13 Guardian
14 The Morbid 14 Eater
15 The Crooked 15 Leviathan
16 The Bewitched 16 Spirit
17 The Fabled 17 Strider
18 The Foretold 18 Emperor
19 The Storied 19 Soulstealer
20 The Menacing 20 Scourge

34
Suffix
d20 Suffix
1 Of Worlds
2 Of the Realms
3 Of Allkind
4 Of Terror
5 Of the Deep
6 Of Ultimate Evil
7 Of Legend
8 Of Unspeakable Horror
9 Of Disaster
10 Of Chaos
11 Of War
12 Of Pestilence
13 Of Death
14 Of Insanity
15 Of Ash
16 Of Cinders
17 Of Bones
18 Of the Hells
19 Of Civilization
20 Of Slimes

The Ancient Spirit of


Slimes lives in a secluded
cave in the jungles of Chult.
Most probably thousands of
adventurers have found their
deaths venturing into its
domain unprepared. Their
flesh, thoughts, and feelings
were dissolved by the slime's
caustic innards. Now,
they live on as a shared
consciousness.
35

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