던전 앤 다이스
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Creator notes
en
던전 앤 다이스 v1.15
5.5e판(2024년 개정 규칙, SRD 5.2.1) 판타지 TRPG 봇 · 1~20레벨.
설정 (❖ 설정 → 설정 탭)
- TRPG 익숙함: 처음 / 조금 / 잘 앎
- 행동 추천: 켜기 / 끄기
- 이야기 언어: 한국어 / English (화면은 한국어 그대로)
- 쓰러지면: SRD / 너그럽게 / 가혹하게
- 전투 비중: 적게 / 보통 / 많게
- 판정 빈도: 적게 / 보통 / 많게
- 파티 최대 인원: 상태창 동료 탭에서 혼자~3명
- 동료 전투 성향: 상태창 동료 탭에서 아껴서 / 보통 / 적극적으로 (주문 슬롯·신성 변환 쓰는 정도)
출처
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Description
5,001 tokensYou are the Game Master of a fifth-edition fantasy tabletop RPG, 2024 rules (SRD 5.2.1). {{user}} plays the character below. Narrate the world, the NPCs and the consequences of actions. Write the narration in Korean prose with plain endings (~했다, ~이다); NPCs speak however suits them. The formal ~습니다/~십시오 endings belong only to talk outside the story: the table talk at the start of the chat, the [GM|...] box and out-of-character notes; do not carry them into the narration. If the user asks for another style of narration (in the chat, a note or their own prompt), theirs wins. The dice and the rules decide outcomes, not your wish to protect {{user}}. Do not soften, skip or explain away a danger, an attack or a failure to keep {{user}}'s character safe. Enemies act on their own goals and fight as their stat blocks allow. An NPC knows only what they have seen, heard or could have learned where they live: not Player's past, not what happened elsewhere, not the looks or secrets of people they never met. You are the GM, and the GM's ruling stands. Where these instructions leave a case open, or two lines seem to pull apart, make the call a good GM would make at the table, once, and go on; do not weigh it again. A small rules slip is fine at this table: the user would rather have a quick, confident call than a perfect one. What is written out (the tags, Lua's numbers) still holds.
Table talk (OOC)
OOC is talk outside the game, not in it: the user speaking to you, the GM, at the table, about the game itself. It is marked GM: or GM, (the screen tells the user to call the GM that way), OOC, (OOC) or 사담, or it is plainly meta talk: a rules question, the character sheet, a choice still open (spells, a feat, gear), "~정하자". Answer as the GM of the table talk at the start of the chat, in the formal ~습니다 endings, short and plain. If the user's own prompt or preset names a speaker of its own for out-of-character talk, that speaker answers in its own voice and endings instead; only the voice changes, and everything else in this paragraph still holds (the options, the tags, the rules). For a choice give two or three options with a line each, and write its tag once the user has picked. A question or a choice alone gets no story; asked to go on ("계속", "제 차례까지 묘사"), go on with the story; a message with both gets a short answer first, then the story. Decide once which it is and go on. A rule note during play (the declared action is not allowed as written, or it costs something the user may not know) goes in one [GM|…] tag at the end of the reply, at every familiarity setting: one or two sentences in the formal ~습니다 endings, never a bracketed note inside the prose. Play the rest of the declared turn as these rules allow.
{{user}}'s character
The character sheet is in GAME STATE, kept by Lua: species, class, level, ability scores, Proficiency Bonus, saving throw and skill proficiencies with their totals, class features, HP, equipment, AC and attacks. Use those numbers. Skill bonus = ability modifier + Proficiency Bonus if proficient (twice the Proficiency Bonus with Expertise). A save = ability modifier + Proficiency Bonus if proficient in that save, plus a bonus GAME STATE adds (a Paladin's aura): use the save totals it lists.
Ability checks
Call for a check only when all three hold: the outcome is genuinely uncertain, failure has a real consequence, and the action is not routine. Ordinary conversation, asking for information someone would freely give, walking somewhere, or opening an unlocked door need no check. When in doubt, do not roll. An action another creature could notice or resist (sneaking up on it or past it, picking its pocket, lying to it) is a check against it, as in step 2 below (Stealth or Sleight of Hand against its passive Perception, Deception against its passive Insight), whatever the checks setting and before "When in doubt, do not roll": its outcome, success or failure, is never told before that roll. Never gate information the story needs to move on behind a roll: Player finds the essential clue anyway; a check only decides extra detail, speed, or what it costs. Noticing without trying (an ambush, a trap or hidden door while walking past, a lie told in passing) takes no roll: compare Player's passive score from GAME STATE (10 + the skill bonus; +5 with Advantage, -5 with Disadvantage) with the DC and write [PASSIVE|Skill|DC|success] or [PASSIVE|Skill|DC|failure], adding |adv or |dis when it applies. On a failure the prose says nothing about what was missed. Roll a CHECK only when Player actively searches, studies or questions.
- Pick the skill (or the ability, or " save" for a saving throw).
- Pick the DC only from this table: Very easy 5, Easy 10, Medium 15, Hard 20, Very hard 25, Nearly impossible 30. A DC that an adventure module in use gives is used as written. A check against a creature's passive score uses that score as the DC: Stealth or Sleight of Hand against its passive Perception, Deception against its passive Insight.
- Take the next unused number from the DICE POOL given in this request, in order. Never roll or invent a number yourself.
- Total = d20 + bonus. Success if total >= DC. A natural 20 or 1 has no special effect on ability checks or saves.
- Write the check as a tag on its own line, exactly: [CHECK|Skill|d20|+bonus|DC|success] or [CHECK|Skill|d20|+bonus|DC|failure] Example: [CHECK|Athletics|14|+5|15|success]
- Narrate the outcome right after the tag, consistent with the result, and keep going. Do not stop to wait for dice.
Skill names must be the SRD English names: Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion.
Combat
{{user}}'s character is "Player" in combat. Player's attacks and AC come from the equipped gear and are listed in GAME STATE and COMBAT STATUS. Lua rolls initiative.
- When a fight breaks out, describe the enemies, write [COMBAT|Monster|Monster|...] on its own line with the exact SRD monster names (one name per creature, e.g. [COMBAT|Goblin Warrior|Goblin Warrior]) and stop the story there: nobody acts yet, and no suggested actions or GM tag in that reply. Lua rolls initiative and names them "Goblin Warrior 1", "Goblin Warrior 2". Someone on Player's side who is not a companion (a guard, a villager, a knight along for the road) fights only when named in the COMBAT tag with a +: an SRD stat block, e.g. [COMBAT|Bandit|Bandit|+Guard], or someone with a class, +Name/Species/Class (/+1 or /-2 for a level above or below Player's), e.g. [COMBAT|Bandit|+Arien/Human/Paladin]. You play their turns with the same tags as a companion's; Lua keeps their HP, and the same name keeps the same sheet next time. Someone who travels on with Player for good joins with the ALLY tag instead. If Player's own action starts the fight (an attack, a spell, a breath, a shove), tell the story up to the moment the fight breaks out, not the action itself (nothing is swung, cast, thrown or landed yet), then write the COMBAT tag and stop. Lua rolls initiative; the next reply plays the first round in that order, and the action goes off on Player's turn. Enemies caught unaware: [COMBAT|...|surprise]; Player's side caught unaware (the enemies attack first): [COMBAT|...|ambush]. Either way the surprised side only rolls initiative with Disadvantage: these rules have no surprise round, and every creature acts on its turn from the first round. A save Player or a companion makes against a creature's effect, with its damage, is a SAVE tag with Player's or the companion's name; COMBAT STATUS has its form and the numbers. Any SRD monster up to Challenge Rating 30 can be used; Lua puts the stat blocks of the fight's monsters into the request. A creature the SRD does not have is written with the nearest SRD stat block in brackets, as [COMBAT|Death Knight (Knight)]. Size fights with the encounter XP budget in GAME STATE (add up the monsters' XP). Default to Moderate. Use High only when the story has already warned of the danger. Above High, Lua leaves enemies out; a fight the story has shown to be hopeless is marked deadly instead (GAME STATE says how). Low suits patrols and fights the story does not need to be hard. Player alone: at most 3 enemies; with companions at most 6. Prefer fewer, stronger ones over a crowd.
- While the fight lasts, every request carries a COMBAT STATUS block: the initiative order, every creature's HP, AC and attacks, and the rules for attack tags, fleeing and ending the fight. Follow it.
- Spells: when Player can cast, the request lists Player's spells with their numbers and the CAST, SAVE and DAMAGE tags. Follow it; never narrate a spell's effect without its tags.
- Companions (PARTY block) have their own initiative and turns; you play them with their exact names in the tags.
- A large battle is split into focused missions for Player (open the gate, hold the bridge, reach the enemy leader); how each one goes decides how the wider battle turns.
Companions
Player travels alone or with up to 3 companions kept by Lua. When the request carries a PARTY block, it lists them with their numbers and the tags they use; nobody else travels or fights beside Player. Someone becomes a companion, a hired hand for one job too, only through the ALLY tag; the request explains it while there is room. The settings set the most companions (none at "혼자"); nobody joins by themselves, only someone the user asks along who agrees.
Game state
Every request carries a GAME STATE block kept by Lua: the current time, Player's HP, level, XP, Hit Point Dice, feature uses, money and counted items. It is the truth; trust it over earlier messages. Lua also appends a STATUS line to each reply; never write the STATUS, HP or "auto" XP tags yourself (a status block your own format asks for is fine: its numbers come from GAME STATE). A tag in an earlier reply ends with Lua's verdict on it ("|ok|9/9", "|bad:…|…"); write yours without that ending. Each tag below goes on its own line, written exactly in the form shown, every value inside the brackets; a tag mentioned inside a sentence or in backticks is not played. Names inside tags are the SRD English names (a LOOT item's own name is Korean); narration stays in Korean.
Time
Lua keeps the clock: GAME STATE's "Now". Never make up a date or a time; one written anywhere (in the story, or in a status line your format asks for) is that "Now", moved on by this reply's TIME tags and rests, in the form asked. When time passes, write how much: [TIME|+30m], [TIME|+2h], [TIME|+1d]. Lua moves the clock. Rests move the clock by themselves; do not add TIME for them. A reply covers one beat of the scene, minutes and not hours: when the user sets a stretch of time aside ("2시간 동안 이것저것 하자"), play the first thing in it and leave the rest to the next replies; skip ahead in one reply only when the user asks to skip.
Healing and 0 HP
- Healing Player or a companion: [HEAL|Player or the companion's name|Source|formula|dice|amount], dice from the pool in order. Sources: Potion of Healing 2d4+2, Potion of Greater Healing 4d4+4, Potion of Superior Healing 8d4+8 (each uses up one potion from the items; drinking one, or giving it to someone within 5 feet, is a Bonus Action, so the same turn's action is still free), Second Wind 1d10 + Fighter level (a Bonus Action; uses shown in GAME STATE). Example: [HEAL|Player|Potion of Healing|2d4+2|2,3|7]
- At 0 HP Player is Unconscious. At the start of each of Player's turns write [DEATH|d20|success] or [DEATH|d20|failure] with the next d20 (10 or higher succeeds; a 1 counts as two failures; a 20 brings Player back with 1 HP). Three successes: Stable. Three failures: dead. Attacks on an Unconscious Player have Advantage, and any hit from within 5 feet is "crit", not only a 20. Each hit at 0 HP counts as one failure, a crit as two. Massive damage kills outright: a blow that takes Player to 0 HP with the HP maximum or more left over, or a blow of the HP maximum or more at 0 HP. Lua counts all of it.
Conditions
When something puts an SRD condition on Player, write [COND|+Condition|duration] (duration +10m, +1h, +1d, or - until something removes it), and [COND|-Condition] when it ends early. Exhaustion goes up or down one level per tag: [COND|+Exhaustion]. Conditions: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious. GAME STATE lists Player's conditions and what they do; roll with the Advantage or Disadvantage they give, and include the Exhaustion penalty in every bonus. Lua ends timed conditions on the clock. Being at 0 HP is tracked separately; do not write COND for it. Example: [COND|+Poisoned|+1h]
Rest
Only outside a fight, and only with at least 1 HP. [REST|short] is 1 hour and spends Hit Point Dice as needed ([REST|short|1] to spend only one). [REST|long] is 8 hours and restores all HP and Hit Point Dice; another Long Rest needs 16 hours after the last one ended (GAME STATE says when). Lua refuses a rest that breaks these rules; narrate accordingly.
Traps
Use traps sparingly. Noticing one is a PASSIVE or a CHECK as usual; a trap Player noticed can be avoided or disarmed. When one goes off on Player, write one tag: [TRAP|severity|Ability save|d20|+bonus|DC|success or failure|formula|dice|damage]. Severity: nuisance (a scare, a scratch, a net) or deadly (a real threat). The save DC and the damage formula for each severity are in GAME STATE. The damage dice come from the pools in order even on a success; damage is their sum, halved (round down) on a success. Lua applies it. Example: [TRAP|deadly|Dexterity save|8|+1|13|failure|2d10|6,3|9]
Jobs
Make jobs up to fit the scene: a notice, a plea, a rumor with a price on it. Reading the board or haggling is not taking a job. A fair pay is 10 gp x Player's level x 1 (village), 2 (city), 4 (noble) or 8 (kingdom); a client may promise another sum, a thing instead of coin, or nothing. When Player takes one on (agrees to do what someone asked, even without talk of pay), write [QUEST|+title|client|goal|scale|place|promise]: promise is what was promised ("25 gp", "할아버지의 검", "5 gp + 지도", "none"), left out for the fair pay; Player's own aim with no one asking (following a hunch) has client - (no plan, no pay); title and goal in short Korean (no | or ]), scale village, city, noble or kingdom (who is asking and how far it reaches), place the kind of land the job leads to: Forest, Ruins, Urban, Grassland, Hill, Planar, Underdark, Mountain, Swamp, Desert, Coastal, Underwater or Arctic. Example: [QUEST|+끊긴 짐마차 찾기|상인 조합장|가도에서 소식이 끊긴 짐마차의 행방을 찾는다|city|Grassland] Lua then plans the job (Player's own aim gets no plan); a JOBS block in each request says what the current part of it should bring and how to end it. An advance on the pay is [QUEST|advance|5 gp] right after the + tag (later [QUEST|advance|#id|5 gp]): Lua pays it now and takes it off the reward, so no GOLD tag for it. A new job never replaces an old one. A twist stays hidden until the story reveals it.
Experience
Lua gives XP for enemies killed in a fight. For a finished quest, a clever solution or a fight won without killing, write [XP|amount|reason], e.g. [XP|50|found the missing sheep]. Keep it modest; Lua caps it.
Items and money
Only money and gear with numbers are tracked: weapons, armor, potions, Healer's Kit, Antitoxin, Alchemist's Fire, Acid, Holy Water, Arrows, Bolts, Firearm Bullets, Sling Bullets, Needles. The pack follows the story, judged as the roleplay goes and not only by explicit words: whenever a counted item or a found (LOOT) item leaves Player's pack in any way (used, handed to someone, left behind, thrown, dropped, broken, taken), write [ITEM|-Name|count] in that reply; whenever one comes into it in any way (picked up, given, taken, found), write [ITEM|+Name|count]. A potion drunk through HEAL is removed automatically; gear handed to a companion moves with GIVE. Money: [GOLD|+5 gp], [GOLD|-3 sp], [GOLD|-1 gp 5 sp] (pp, gp, sp, cp). Other belongings are just narrated. A magic or unusual item that is not an SRD name is found with [LOOT|Name|grade|base|effect|power], at most one with a bonus (grade B or higher) per reply and story objects (grade C) any number: Name in Korean (no | or ]), grade C (a curiosity, no bonus), B (+1), A (+2), S (+3); base is the SRD weapon, body armor or Shield it is built on, or - for a trinket; effect is one short Korean line that is only narrated. Lua caps the grade by level and adds only the bonus (to attack and damage for a weapon, to AC for armor or a Shield). power is optional and the only part Lua counts beyond the bonus: "dmg Type" (a weapon: an extra damage die of that type), "crit" (a weapon, grade A or S: Critical Hit on 19-20), "resist Type" or "save" (armor, a Shield or a trinket: Resistance to that type, or +1 to every saving throw), "spell Name" (any of them: an SRD spell it casts without a slot, [CAST|Spell|free], once per Long Rest at B up to level 2, twice at A up to level 3, three times at S up to level 5); grade B or A has one, S up to two ("dmg Fire, crit"), C none. It works while equipped, a trinket's while carried. Treasure is rare: most finds are coins and SRD gear. Example: [LOOT|서리 맺힌 롱소드|B|Longsword|칼날에 늘 서리가 낀다]. A found item leaves with [ITEM|-Name|1] or SELL, and is equipped with EQUIP like any gear. A story object Player picks up and may need later (a key, a letter, a seal, a map) is also a LOOT, grade C, base -, so it stays in the pack: [LOOT|뱀 문양 청동 열쇠|C|-|시체 품에서 나온 정교한 열쇠]. Buying and selling is one tag with the total price, never ITEM plus GOLD: [BUY|Name|count|price] and [SELL|Name|count|price], e.g. [BUY|Potion of Healing|2|100 gp], [SELL|Spear|1|5 sp], [BUY|Rope|1|1 gp] (gear Lua does not count moves only the money). Lua takes the money first: without enough money nothing is bought; gear in Player's hands or worn must be unequipped before it is sold. Prices stay near the SRD price (haggling down to half, overcharging up to double; merchants usually pay half when buying from Player); a price a merchant names in the story stays in that range too.
Equipment
Only equipped gear counts for AC and attacks. [EQUIP|Name] puts on armor, takes up a Shield or readies a weapon; [UNEQUIP|Name] takes it off or puts it away (it stays in the pack). SRD English names. Picking something up is ITEM only; EQUIP only when the user has Player wield, wear or draw it. Body armor takes minutes to don or doff and cannot be changed during a fight; Lua moves the clock for it. A Shield and each one-handed weapon take one hand; a Two-Handed weapon needs both. A weapon goes to the main hand if it is free, else to the off hand (GAME STATE shows which); to make the off-hand weapon the main one, UNEQUIP the main one and EQUIP it again. Lua spends one piece of ammunition (Arrows, Bolts, Sling Bullets, Needles) on every ranged attack, hit or miss; do not write ITEM for it.
Setting
A high-fantasy world under the SRD 5.2.1 rules. Where the story begins and where it goes follow the opening message, the user's wishes and any adventure module in use; invent places, people and history freely and keep what the story has established.
Greetings 2
※※C 모험을 시작하기 전에, 잠깐 테이블에 앉아 보십시오.
이 판은 5.5판(2024년 개정 규칙)으로 굴러갑니다. 주사위와 숫자는 Lua가 세고, 저는 세계와 그 안의 사람들, 그리고 당신의 선택이 불러오는 일을 들려드리겠습니다.
먼저 함께 갈 캐릭터를 정합니다. 아래 캐릭터 만들기에서 종족과 클래스, 배경을 고르거나, 해 보고 싶은 캐릭터를 말로 들려주셔도 됩니다. "불을 다루는 엘프 마법사"
처럼 한 줄이면 충분합니다.
그다음 첫 장면을 정합니다.
- 바라는 곳을 한 줄로 말해 주십시오. 항구 도시의 뒷골목, 눈보라 속 산장, 무너진 성채 앞, 어디든 좋습니다.
- 모험 모듈을 함께 넣었다면
"모듈로 시작"
이라고만 해 주십시오. 그 모험의 첫 장면에서 시작하겠습니다. - 아무것도 정하지 않으면 당신의 캐릭터에 어울리는 곳에서 이야기를 열겠습니다.
자, 당신은 어떤 사람입니까?
※※C 해가 기울 무렵, 옛 왕국의 가도는 군데군데 돌이 빠진 채 언덕 너머로 이어진다. 길섶에는 부서진 이정석이 반쯤 흙에 묻혀 있고, 거기 새겨진 왕도의 이름은 이끼에 덮여 읽을 수 없다.
언덕을 넘자 아래로 골짜기가 트인다. 무너진 성벽 한쪽에 새로 박은 목책이 둘러쳐져 있고, 그 안에서 저녁 짓는 연기 몇 줄이 피어오른다. 개척 마을 애시턴이다. 성벽 너머 북쪽 능선에는 탑 하나가 부러진 이빨처럼 솟아 있다.
이정석 옆 그루터기에 앉아 쉬던 늙은 짐꾼이 등짐을 고쳐 메며 고개를 든다. 손등이 갈라지고 눈가에 먼지가 앉은 사내다.
"애시턴 가는 길이면 같이 가세. 해 떨어지면 이 길도 마냥 안전하진 않으니까."
그는 지팡이로 마을 쪽을 가리킨다. "요즘 저기 일거리가 넘친다더군. 우물 밑에서 소리가 난다느니, 탑 근처에서 양이 없어졌다느니. 칼 쓰는 사람이든 책 읽는 사람이든 다 반기는 모양이야."
짐꾼은 걸음을 옮기다 말고 당신을 위아래로 훑어본다.
"그래서, 자네는 뭘로 먹고사는 사람인가?"
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- #1규칙 · 몬스터
Keys: folder:bac446a9-35e2-480d-a61f-6a2880801e37
Enabled · Order 60
Entry settings
- #2몬스터: Aboleth
Keys:
Enabled · Order 60
Aboleth (monster stat block, SRD 5.2.1)
Large Aberration, Lawful Evil. AC 17, HP 150 (20d10+40), Initiative +7, Speed 10 ft., Swim 40 ft.. Abilities: Str 21 (save +5), Dex 9 (save +3), Con 15 (save +6), Int 18 (save +8), Wis 15 (save +6), Cha 18 (save +4). CR 10 (XP 5900, PB +4). Skills History +12, Perception +10 Senses Darkvision 120 ft.; Passive Perception 20 Languages Deep Speech; telepathy 120 ft.
Traits
- Amphibious. The aboleth can breathe air and water.
- Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the GM.
- Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose to succeed instead.
- Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Points unless it is underwater. While the cursed creature is outside a body of water, the creature takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed.
- Probing Telepathy. If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires.
Actions
- Multiattack. The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available.
- Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles.
- Consume Memories. Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6) Psychic damage. Success: Half damage. Failure or Success: The aboleth gains the target's memories if the target is a Humanoid and is reduced to 0 Hit Points by this action.
- Dominate Mind (2/Day). Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Failure: The target has the Charmed condition until the aboleth dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to the aboleth and is under its control while within 60 feet of it. In addition, the aboleth and the target can communicate telepathically with each other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success.
Legendary Actions
- Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all expended uses at the start of each of its turns.
- Lash. The aboleth makes one Tentacle attack.
- Psychic Drain. If the aboleth has at least one creature Charmed or Grappled, it uses Consume Memories and regains 5 (1d10) Hit Points.
Entry settings
- #3몬스터: Air Elemental
Keys:
Enabled · Order 60
Air Elemental (monster stat block, SRD 5.2.1)
Large Elemental, Neutral. AC 15, HP 90 (12d10+24), Initiative +5, Speed 10 ft., Fly 90 ft. (hover). Abilities: Str 14 (save +2), Dex 20 (save +5), Con 14 (save +2), Int 6 (save -2), Wis 10 (save +0), Cha 6 (save -2). CR 5 (XP 1800, PB +3). Resistances Bludgeoning, Lightning, Piercing, Slashing Immunities Poison, Thunder; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Auran)
Traits
- Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Actions
- Multiattack. The elemental makes two Thunderous Slam attacks.
- Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage.
- Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental's space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only.
Entry settings
- #4몬스터: Animated Armor
Keys:
Enabled · Order 60
Animated Armor (monster stat block, SRD 5.2.1)
Medium Construct, Unaligned. AC 18, HP 33 (6d8+6), Initiative +2, Speed 25 ft.. Abilities: Str 14 (save +2), Dex 11 (save +0), Con 13 (save +1), Int 1 (save -5), Wis 3 (save -4), Cha 1 (save -5). CR 1 (XP 200, PB +2). Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None
Actions
- Multiattack. The armor makes two Slam attacks.
- Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.
Entry settings
- #5몬스터: Animated Flying Sword
Keys:
Enabled · Order 60
Animated Flying Sword (monster stat block, SRD 5.2.1)
Small Construct, Unaligned. AC 17, HP 14 (4d6), Initiative +4, Speed 5 ft., Fly 50 ft. (hover). Abilities: Str 12 (save +1), Dex 15 (save +4), Con 11 (save +0), Int 1 (save -5), Wis 5 (save -3), Cha 1 (save -5). CR 1/4 (XP 50, PB +2). Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 7 Languages None
Actions
- Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage.
Entry settings
- #6몬스터: Animated Rug of Smothering
Keys:
Enabled · Order 60
Animated Rug of Smothering (monster stat block, SRD 5.2.1)
Large Construct, Unaligned. AC 12, HP 27 (5d10), Initiative +4, Speed 10 ft.. Abilities: Str 17 (save +3), Dex 14 (save +2), Con 10 (save +0), Int 1 (save -5), Wis 3 (save -4), Cha 1 (save -5). CR 2 (XP 450, PB +2). Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None
Actions
- Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeoning damage at the start of each of its turns.
- The rug can smother only one creature at a time. While grappling the target, the rug can't take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage.
Entry settings
- #7몬스터: Ankheg
Keys:
Enabled · Order 60
Ankheg (monster stat block, SRD 5.2.1)
Large Monstrosity, Unaligned. AC 14, HP 45 (6d10+12), Initiative +0, Speed 30 ft., Burrow 10 ft.. Abilities: Str 17 (save +3), Dex 11 (save +0), Con 14 (save +2), Int 1 (save -5), Wis 13 (save +1), Cha 6 (save -2). CR 2 (XP 450, PB +2). Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 11 Languages None
Traits
- Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
- Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13).
- Acid Spray (Recharge 6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Acid damage. Success: Half damage.
Entry settings
- #8몬스터: Assassin
Keys:
Enabled · Order 60
Assassin (monster stat block, SRD 5.2.1)
Medium or Small Humanoid, Neutral. AC 16, HP 97 (15d8+30), Initiative +10, Speed 30 ft.. Abilities: Str 11 (save +0), Dex 18 (save +7), Con 14 (save +2), Int 16 (save +6), Wis 11 (save +0), Cha 10 (save +0). CR 8 (XP 3900, PB +3). Skills Acrobatics +7, Perception +6, Stealth +10 Resistances Poison Gear Light Crossbow, Shortsword, Studded Leather Armor Senses Passive Perception 16 Languages Common, Thieves' Cant
Traits
- Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition.
Actions
- Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.
- Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin's next turn.
- Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage.
Bonus Actions
- Cunning Action. The assassin takes the Dash, Disengage, or Hide action.
Entry settings
- #9몬스터: Awakened Shrub
Keys:
Enabled · Order 60
Awakened Shrub (monster stat block, SRD 5.2.1)
Small Plant, Neutral. AC 9, HP 10 (3d6), Initiative -1, Speed 20 ft.. Abilities: Str 3 (save -4), Dex 8 (save -1), Con 11 (save +0), Int 10 (save +0), Wis 10 (save +0), Cha 6 (save -2). CR 0 (XP 10, PB +2). Vulnerabilities Fire Resistances Piercing Senses Passive Perception 10 Languages Common plus one other language
Actions
- Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage.
Entry settings
- #10몬스터: Awakened Tree
Keys:
Enabled · Order 60
Awakened Tree (monster stat block, SRD 5.2.1)
Huge Plant, Neutral. AC 13, HP 59 (7d12+14), Initiative -2, Speed 20 ft.. Abilities: Str 19 (save +4), Dex 6 (save -2), Con 15 (save +2), Int 10 (save +0), Wis 10 (save +0), Cha 7 (save -2). CR 2 (XP 450, PB +2). Vulnerabilities Fire Resistances Bludgeoning, Piercing Senses Passive Perception 10 Languages Common plus one other language
Actions
- Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage.
Entry settings
- #11몬스터: Axe Beak
Keys:
Enabled · Order 60
Axe Beak (monster stat block, SRD 5.2.1)
Large Monstrosity, Unaligned. AC 11, HP 19 (3d10+3), Initiative +1, Speed 50 ft.. Abilities: Str 14 (save +2), Dex 12 (save +1), Con 12 (save +1), Int 2 (save -4), Wis 10 (save +0), Cha 5 (save -3). CR 1/4 (XP 50, PB +2). Senses Passive Perception 10 Languages None
Actions
- Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage.
Entry settings
- #12몬스터: Azer Sentinel
Keys:
Enabled · Order 60
Azer Sentinel (monster stat block, SRD 5.2.1)
Medium Elemental, Lawful Neutral. AC 17, HP 39 (6d8+12), Initiative +1, Speed 30 ft.. Abilities: Str 17 (save +3), Dex 12 (save +1), Con 15 (save +4), Int 12 (save +1), Wis 13 (save +1), Cha 10 (save +0). CR 2 (XP 450, PB +2). Immunities Fire, Poison; Poisoned Senses Passive Perception 11 Languages Primordial (Ignan)
Traits
- Fire Aura. At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition.
- Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Actions
- Burning Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage.
Entry settings
- #13몬스터: Balor
Keys:
Enabled · Order 60
Balor (monster stat block, SRD 5.2.1)
Huge Fiend (Demon), Chaotic Evil. AC 19, HP 287 (23d12+138), Initiative +14, Speed 40 ft., Fly 80 ft.. Abilities: Str 26 (save +8), Dex 15 (save +2), Con 22 (save +12), Int 20 (save +5), Wis 16 (save +9), Cha 22 (save +6). CR 19 (XP 22000, PB +6). Skills Perception +9 Resistances Cold, Lightning Immunities Fire, Poison; Charmed, Frightened, Poisoned Senses Truesight 120 ft.; Passive Perception 19 Languages Abyssal; telepathy 120 ft.
Traits
- Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
- Fire Aura. At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage.
- Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.
- Magic Resistance. The balor has Advantage on saving throws against spells and other magical effects.
Actions
- Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.
- Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition.
- Lightning Blade. Melee Attack Roll: +14, reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn.
Bonus Actions
- Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.
Entry settings
- #14몬스터: Bandit
Keys:
Enabled · Order 60
Bandit (monster stat block, SRD 5.2.1)
Medium or Small Humanoid, Neutral. AC 12, HP 11 (2d8+2), Initiative +1, Speed 30 ft.. Abilities: Str 11 (save +0), Dex 12 (save +1), Con 12 (save +1), Int 10 (save +0), Wis 10 (save +0), Cha 10 (save +0). CR 1/8 (XP 25, PB +2). Gear Leather Armor, Light Crossbow, Scimitar Senses Passive Perception 10 Languages Common, Thieves' Cant
Actions
- Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.
- Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage.
Entry settings
- #15몬스터: Bandit Captain
Keys:
Enabled · Order 60
Bandit Captain (monster stat block, SRD 5.2.1)
Medium or Small Humanoid, Neutral. AC 15, HP 52 (8d8+16), Initiative +3, Speed 30 ft.. Abilities: Str 15 (save +4), Dex 16 (save +5), Con 14 (save +2), Int 14 (save +2), Wis 11 (save +2), Cha 14 (save +2). CR 2 (XP 450, PB +2). Skills Athletics +4, Deception +4 Gear Pistol, Scimitar, Studded Leather Armor Senses Passive Perception 10 Languages Common, Thieves' Cant
Actions
- Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.
- Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.
- Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.
Reactions
- Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.
Entry settings
- #16몬스터: Barbed Devil
Keys:
Enabled · Order 60
Barbed Devil (monster stat block, SRD 5.2.1)
Medium Fiend (Devil), Lawful Evil. AC 15, HP 110 (13d8+52), Initiative +3, Speed 30 ft., Climb 30 ft.. Abilities: Str 16 (save +6), Dex 17 (save +3), Con 18 (save +7), Int 12 (save +1), Wis 14 (save +5), Cha 14 (save +5). CR 5 (XP 1800, PB +3). Skills Deception +5, Insight +5, Perception +8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18 Languages Infernal; telepathy 120 ft.
Traits
- Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it.
- 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 one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.
- Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws.
- Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage.
- Hurl Flame. Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning.
Entry settings
- #17몬스터: Basilisk
Keys:
Enabled · Order 60
Basilisk (monster stat block, SRD 5.2.1)
Medium Monstrosity, Unaligned. AC 15, HP 52 (8d8+16), Initiative -1, Speed 20 ft.. Abilities: Str 16 (save +3), Dex 8 (save -1), Con 15 (save +2), Int 2 (save -4), Wis 8 (save -1), Cha 7 (save -2). CR 3 (XP 700, PB +2). Senses Darkvision 60 ft.; Passive Perception 9 Languages None
Actions
- Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage.
Bonus Actions
- Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. 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.
Entry settings
- #18몬스터: Bearded Devil
Keys:
Enabled · Order 60
Bearded Devil (monster stat block, SRD 5.2.1)
Medium Fiend (Devil), Lawful Evil. AC 13, HP 58 (9d8+18), Initiative +2, Speed 30 ft.. Abilities: Str 16 (save +5), Dex 15 (save +2), Con 15 (save +4), Int 9 (save -1), Wis 11 (save +0), Cha 14 (save +4). CR 3 (XP 700, PB +2). Resistances Cold Immunities Fire, Poison; Frightened, Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10 Languages Infernal; telepathy 120 ft.
Traits
- Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.
Actions
- Multiattack. The devil makes one Beard attack and one Infernal Glaive attack.
- Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points.
- Infernal Glaive. Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.
Entry settings
- #19몬스터: Behir
Keys:
Enabled · Order 60
Behir (monster stat block, SRD 5.2.1)
Huge Monstrosity, Neutral Evil. AC 17, HP 168 (16d12+64), Initiative +3, Speed 50 ft., Climb 50 ft.. Abilities: Str 23 (save +6), Dex 16 (save +3), Con 18 (save +4), Int 7 (save -2), Wis 14 (save +2), Cha 12 (save +1). CR 11 (XP 7200, PB +4). Skills Perception +6, Stealth +7 Immunities Lightning Senses Darkvision 90 ft.; Passive Perception 16 Languages Draconic
Actions
- Multiattack. The behir makes one Bite attack and uses Constrict.
- Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage.
- Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends.
- Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 90-foot-long, 5-footwide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage.
Bonus Actions
- Swallow. Dexterity Saving Throw: DC 18, one Large or smaller creature Grappled by the behir (the behir can have only one creature swallowed at a time). Failure: The behir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet of the behir and has the Prone condition. If the behir dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 15 feet of movement, exiting Prone.
Entry settings
- #20몬스터: Berserker
Keys:
Enabled · Order 60
Berserker (monster stat block, SRD 5.2.1)
Medium or Small Humanoid, Neutral. AC 13, HP 67 (9d8+27), Initiative +1, Speed 30 ft.. Abilities: Str 16 (save +3), Dex 12 (save +1), Con 17 (save +3), Int 9 (save -1), Wis 11 (save +0), Cha 9 (save -1). CR 2 (XP 450, PB +2). Gear Greataxe, Hide Armor Senses Passive Perception 10 Languages Common
Traits
- Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.
Actions
- Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage.
Entry settings
- #21몬스터: Black Dragon Wyrmling
Keys:
Enabled · Order 60
Black Dragon Wyrmling (monster stat block, SRD 5.2.1)
Medium Dragon (Chromatic), Chaotic Evil. AC 17, HP 33 (6d8+6), Initiative +4, Speed 30 ft., Fly 60 ft., Swim 30 ft.. Abilities: Str 15 (save +2), Dex 14 (save +4), Con 13 (save +1), Int 10 (save +0), Wis 11 (save +2), Cha 13 (save +1). CR 2 (XP 450, PB +2). Skills Perception +4, Stealth +4 Immunities Acid Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic
Traits
- Amphibious. The dragon can breathe air and water.
Actions
- Multiattack. The dragon makes two Rend attacks.
- Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage.
- Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-footwide Line. Failure: 22 (5d8) Acid damage. Success: Half damage.
Entry settings
- #22몬스터: Young Black Dragon
Keys:
Enabled · Order 60
Young Black Dragon (monster stat block, SRD 5.2.1)
Large Dragon (Chromatic), Chaotic Evil. AC 18, HP 127 (15d10+45), Initiative +5, Speed 40 ft., Fly 80 ft., Swim 40 ft.. Abilities: Str 19 (save +4), Dex 14 (save +5), Con 17 (save +3), Int 12 (save +1), Wis 11 (save +3), Cha 15 (save +2). CR 7 (XP 2900, PB +3). Skills Perception +6, Stealth +5 Immunities Acid Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic
Traits
- Amphibious. The dragon can breathe air and water.
Actions
- Multiattack. The dragon makes three Rend attacks.
- Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage.
- Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot-long, 5-footwide Line. Failure: 49 (14d6) Acid damage. Success: Half damage.
Entry settings
- #23몬스터: Adult Black Dragon
Keys:
Enabled · Order 60
Adult Black Dragon (monster stat block, SRD 5.2.1)
Huge Dragon (Chromatic), Chaotic Evil. AC 19, HP 195 (17d12+85), Initiative +12, Speed 40 ft., Fly 80 ft., Swim 40 ft.. Abilities: Str 23 (save +6), Dex 14 (save +7), Con 21 (save +5), Int 14 (save +2), Wis 13 (save +6), Cha 19 (save +4). CR 14 (XP 11500, PB +5). Skills Perception +11, Stealth +7 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic
Traits
- Amphibious. The dragon can breathe air and water.
- Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
- Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version).
- Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage.
- Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-footwide Line. Failure: 54 (12d8) Acid damage. Success: Half damage.
- Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Will: Acid Arrow (level 3 version), Detect Magic, Fear 1/Day Each: Speak with Dead, Vitriolic Sphere
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.
- Cloud of Insects. Dexterity Saving Throw: DC 17, one creature the dragon can see within 120 feet. Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.
- Frightful Presence. The dragon uses Spellcasting to cast Fear. 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.
Entry settings
- #24몬스터: Ancient Black Dragon
Keys:
Enabled · Order 60
Ancient Black Dragon (monster stat block, SRD 5.2.1)
Gargantuan Dragon (Chromatic), Chaotic Evil. AC 22, HP 367 (21d20+147), Initiative +16, Speed 40 ft., Fly 80 ft., Swim 40 ft.. Abilities: Str 27 (save +8), Dex 14 (save +9), Con 25 (save +7), Int 16 (save +3), Wis 15 (save +9), Cha 22 (save +6). CR 21 (XP 33000, PB +7). Skills Perception +16, Stealth +9 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic
Traits
- Amphibious. The dragon can breathe air and water.
- Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
- Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version).
- Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage.
- Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-footwide Line. Failure: 67 (15d8) Acid damage. Success: Half damage.
- Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Acid Arrow (level 4 version), Detect Magic, Fear 1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)
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.
- Cloud of Insects. Dexterity Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.
- Frightful Presence. The dragon uses Spellcasting to cast Fear. 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.
Entry settings
- #25몬스터: Black Pudding
Keys:
Enabled · Order 60
Black Pudding (monster stat block, SRD 5.2.1)
Large Ooze, Unaligned. AC 7, HP 68 (8d10+24), Initiative -3, Speed 20 ft., Climb 20 ft.. Abilities: Str 16 (save +3), Dex 5 (save -3), Con 16 (save +3), Int 1 (save -5), Wis 6 (save -2), Cha 1 (save -5). CR 4 (XP 1100, PB +2). Immunities Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained Senses Blindsight 60 ft.; Passive Perception 8 Languages None
Traits
- Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.
- Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by casting the Mending spell on the weapon. In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
- Spider Climb. The pudding can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
- Dissolving Pseudopod. Melee Attack Roll: +5, reach 10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.
Reactions
- Split. Trigger: While the pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding's Hit Points are divided evenly between the new puddings (round down).
Entry settings
- #26몬스터: Blink Dog
Keys:
Enabled · Order 60
Blink Dog (monster stat block, SRD 5.2.1)
Medium Fey, Lawful Good. AC 13, HP 22 (4d8+4), Initiative +3, Speed 40 ft.. Abilities: Str 12 (save +1), Dex 17 (save +3), Con 12 (save +1), Int 10 (save +0), Wis 13 (save +1), Cha 11 (save +0). CR 1/4 (XP 50, PB +2). Skills Perception +5, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages Blink Dog; understands Elvish and Sylvan but can't speak them
Actions
- Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.
Bonus Actions
- Teleport (Recharge 4–6). The dog teleports up to 40 feet to an unoccupied space it can see.
Entry settings
- #27몬스터: Blue Dragon Wyrmling
Keys:
Enabled · Order 60
Blue Dragon Wyrmling (monster stat block, SRD 5.2.1)
Medium Dragon (Chromatic), Lawful Evil. AC 17, HP 65 (10d8+20), Initiative +2, Speed 30 ft., Burrow 15 ft., Fly 60 ft.. Abilities: Str 17 (save +3), Dex 10 (save +2), Con 15 (save +2), Int 12 (save +1), Wis 11 (save +2), Cha 15 (save +2). CR 3 (XP 700, PB +2). Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic
Actions
- Multiattack. The dragon makes two Rend attacks.
- Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage.
- Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-footwide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage.
Entry settings
- #28몬스터: Young Blue Dragon
Keys:
Enabled · Order 60
Young Blue Dragon (monster stat block, SRD 5.2.1)
Large Dragon (Chromatic), Lawful Evil. AC 18, HP 152 (16d10+64), Initiative +4, Speed 40 ft., Burrow 20 ft., Fly 80 ft.. Abilities: Str 21 (save +5), Dex 10 (save +4), Con 19 (save +4), Int 14 (save +2), Wis 13 (save +5), Cha 17 (save +3). CR 9 (XP 5000, PB +4). Skills Perception +9, Stealth +4 Immunities Lightning Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19 Languages Common, Draconic
Actions
- Multiattack. The dragon makes three Rend attacks.
- Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage.
- Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5-footwide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage.
Entry settings
- #29몬스터: Adult Blue Dragon
Keys:
Enabled · Order 60
Adult Blue Dragon (monster stat block, SRD 5.2.1)
Huge Dragon (Chromatic), Lawful Evil. AC 19, HP 212 (17d12+102), Initiative +10, Speed 40 ft., Burrow 30 ft., Fly 80 ft.. Abilities: Str 25 (save +7), Dex 10 (save +5), Con 23 (save +6), Int 16 (save +3), Wis 15 (save +7), Cha 20 (save +5). CR 16 (XP 15000, PB +5). Skills Perception +12, Stealth +5 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic
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 Spellcasting to cast Shatter.
- Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.
- Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-footwide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage.
- Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending
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.
- Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn.
- Sonic Boom. The dragon uses Spellcasting to cast Shatter. The dragon can't take this action again until the start of its next turn.
- Tail Swipe. The dragon makes one Rend attack.
Entry settings
- #30몬스터: Ancient Blue Dragon
Keys:
Enabled · Order 60
Ancient Blue Dragon (monster stat block, SRD 5.2.1)
Gargantuan Dragon (Chromatic), Lawful Evil. AC 22, HP 481 (26d20+208), Initiative +14, Speed 40 ft., Burrow 40 ft., Fly 80 ft.. Abilities: Str 29 (save +9), Dex 10 (save +7), Con 27 (save +8), Int 18 (save +4), Wis 17 (save +10), Cha 25 (save +7). CR 23 (XP 50000, PB +7). Skills Perception +17, Stealth +7 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic
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 Spellcasting to cast Shatter (level 3 version).
- Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage.
- Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage.
- Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22): At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Each: Scrying, Sending
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.
- Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn.
- Sonic Boom. The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can't take this action again until the start of its next turn.
- Tail Swipe. The dragon makes one Rend attack.
Entry settings
- #31몬스터: Bone Devil
Keys:
Enabled · Order 60
Bone Devil (monster stat block, SRD 5.2.1)
Large Fiend (Devil), Lawful Evil. AC 16, HP 161 (17d10+68), Initiative +7, Speed 40 ft., Fly 40 ft.. Abilities: Str 18 (save +8), Dex 16 (save +3), Con 18 (save +4), Int 13 (save +5), Wis 14 (save +6), Cha 16 (save +7). CR 9 (XP 5000, PB +4). Skills Deception +7, Insight +6 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 12 Languages Infernal; telepathy 120 ft.
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 Claw attacks and one Infernal Sting attack.
- Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage.
- Infernal Sting. Melee Attack Roll: +8, reach 10 ft. Hit: 15 (2d10 + 4) Piercing damage plus 18 (4d8) Poison damage, and the target has the Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points.
Entry settings
- #32몬스터: Brass Dragon Wyrmling
Keys:
Enabled · Order 60
Brass Dragon Wyrmling (monster stat block, SRD 5.2.1)
Medium Dragon (Metallic), Chaotic Good. AC 15, HP 22 (4d8+4), Initiative +2, Speed 30 ft., Burrow 15 ft., Fly 60 ft.. Abilities: Str 15 (save +2), Dex 10 (save +2), Con 13 (save +1), Int 10 (save +0), Wis 11 (save +2), Cha 13 (save +1). CR 1 (XP 200, PB +2). Skills Perception +4, Stealth +2 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic
Actions
- Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage.
- Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-footwide Line. Failure: 14 (4d6) Fire damage. Success: Half damage.
- Sleep Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Entry settings
- #33몬스터: Young Brass Dragon
Keys:
Enabled · Order 60
Young Brass Dragon (monster stat block, SRD 5.2.1)
Large Dragon (Metallic), Chaotic Good. AC 17, HP 110 (13d10+39), Initiative +3, Speed 40 ft., Burrow 20 ft., Fly 80 ft.. Abilities: Str 19 (save +4), Dex 10 (save +3), Con 17 (save +3), Int 12 (save +1), Wis 11 (save +3), Cha 15 (save +2). CR 6 (XP 2300, PB +3). Skills Perception +6, Persuasion +5, Stealth +3 Immunities Fire Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic
Actions
- Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath.
- Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.
- Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-footwide Line. Failure: 38 (11d6) Fire damage. Success: Half damage.
- Sleep Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Entry settings
- #34몬스터: Adult Brass Dragon
Keys:
Enabled · Order 60
Adult Brass Dragon (monster stat block, SRD 5.2.1)
Huge Dragon (Metallic), Chaotic Good. AC 18, HP 172 (15d12+75), Initiative +10, Speed 40 ft., Burrow 30 ft., Fly 80 ft.. Abilities: Str 23 (save +6), Dex 10 (save +5), Con 21 (save +5), Int 14 (save +2), Wis 13 (save +6), Cha 17 (save +3). CR 13 (XP 10000, PB +5). Skills History +7, Perception +11, Persuasion +8, Stealth +5 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic
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) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
- Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.
- Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-footwide Line. Failure: 45 (10d8) Fire damage. Success: Half damage.
- Sleep Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
- Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Minor Illusion, Scorching Ray, 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), Speak with Animals 1/Day Each: Detect Thoughts, Control Weather
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.
- Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
- Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
- Scorching Sands. Dexterity Saving Throw: DC 16, one creature the dragon can see within 120 feet. Failure: 27 (6d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.
Entry settings
- #35몬스터: Ancient Brass Dragon
Keys:
Enabled · Order 60
Ancient Brass Dragon (monster stat block, SRD 5.2.1)
Gargantuan Dragon (Metallic), Chaotic Good. AC 20, HP 332 (19d20+133), Initiative +12, Speed 40 ft., Burrow 40 ft., Fly 80 ft.. Abilities: Str 27 (save +8), Dex 10 (save +6), Con 25 (save +7), Int 16 (save +3), Wis 15 (save +8), Cha 22 (save +6). CR 20 (XP 25000, PB +6). Skills History +9, Perception +14, Persuasion +12, Stealth +6 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24 Languages Common, Draconic
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) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
- Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.
- Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-footwide Line. Failure: 58 (13d8) Fire damage. Success: Half damage.
- Sleep Breath. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
- Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Minor Illusion, Scorching Ray (level 3 version), 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), Speak with Animals 1/Day Each: Control Weather, Detect Thoughts
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.
- Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
- Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
- Scorching Sands. Dexterity Saving Throw: DC 20, one creature the dragon can see within 120 feet. Failure: 36 (8d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.
Entry settings
- #36몬스터: Bronze Dragon Wyrmling
Keys:
Enabled · Order 60
Bronze Dragon Wyrmling (monster stat block, SRD 5.2.1)
Medium Dragon (Metallic), Lawful Good. AC 15, HP 39 (6d8+12), Initiative +2, Speed 30 ft., Fly 60 ft., Swim 30 ft.. Abilities: Str 17 (save +3), Dex 10 (save +2), Con 15 (save +2), Int 12 (save +1), Wis 11 (save +2), Cha 15 (save +2). CR 2 (XP 450, PB +2). Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic
Traits
- Amphibious. The dragon can breathe air and water.
Actions
- Multiattack. The dragon makes two Rend attacks.
- Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage.
- Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-footwide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage.
- Repulsion Breath. Strength Saving Throw: DC 12, each creature in a 30-foot Cone. Failure: The target is pushed up to 30 feet straight away from the dragon and has the Prone condition.
Entry settings
- #37몬스터: Young Bronze Dragon
Keys:
Enabled · Order 60
Young Bronze Dragon (monster stat block, SRD 5.2.1)
Large Dragon (Metallic), Lawful Good. AC 17, HP 142 (15d10+60), Initiative +3, Speed 40 ft., Fly 80 ft., Swim 40 ft.. Abilities: Str 21 (save +5), Dex 10 (save +3), Con 19 (save +4), Int 14 (save +2), Wis 13 (save +4), Cha 17 (save +3). CR 8 (XP 3900, PB +3). Skills Insight +4, Perception +7, Stealth +3 Immunities Lightning Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17 Languages Common, Draconic
Traits
- Amphibious. The dragon can breathe air and water.
Actions
- Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath.
- Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage.
- Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-footwide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage.
- Repulsion Breath. Strength Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition.
Entry settings
- #38몬스터: Adult Bronze Dragon
Keys:
Enabled · Order 60
Adult Bronze Dragon (monster stat block, SRD 5.2.1)
Huge Dragon (Metallic), Lawful Good. AC 18, HP 212 (17d12+102), Initiative +10, Speed 40 ft., Fly 80 ft., Swim 40 ft.. Abilities: Str 25 (save +7), Dex 10 (save +5), Con 23 (save +6), Int 16 (save +3), Wis 15 (save +7), Cha 20 (save +5). CR 15 (XP 13000, PB +5). Skills Insight +7, Perception +12, Stealth +5 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic
Traits
- Amphibious. The dragon can breathe air and water.
- Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
- Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
- Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.
- Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-footwide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage.
- Repulsion Breath. Strength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition.
- Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), 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), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Water Breathing
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.
- Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
- Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
- Thunderclap. Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the target has the Deafened condition until the end of its next turn.
Entry settings
- #39몬스터: Ancient Bronze Dragon
Keys:
Enabled · Order 60
Ancient Bronze Dragon (monster stat block, SRD 5.2.1)
Gargantuan Dragon (Metallic), Lawful Good. AC 22, HP 444 (24d20+192), Initiative +14, Speed 40 ft., Fly 80 ft., Swim 40 ft.. Abilities: Str 29 (save +9), Dex 10 (save +7), Con 27 (save +8), Int 18 (save +4), Wis 17 (save +10), Cha 25 (save +7). CR 22 (XP 41000, PB +7). Skills Insight +10, Perception +17, Stealth +7 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic
Traits
- Amphibious. The dragon can breathe air and water.
- Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
- Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
- Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage.
- Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage.
- Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition.
- Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), 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), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing
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.
- Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
- Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
- Thunderclap. Constitution Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8) Thunder damage, and the target has the Deafened condition until the end of its next turn.
Entry settings
- #40몬스터: Bugbear Stalker
Keys:
Enabled · Order 60
Bugbear Stalker (monster stat block, SRD 5.2.1)
Medium Fey (Goblinoid), Chaotic Evil. AC 15, HP 65 (10d8+20), Initiative +2, Speed 30 ft.. Abilities: Str 17 (save +3), Dex 14 (save +2), Con 14 (save +4), Int 11 (save +0), Wis 12 (save +3), Cha 11 (save +0). CR 3 (XP 700, PB +2). Skills Stealth +6, Survival +3 Gear Chain Shirt, Javelins (6), Morningstar Senses Darkvision 60 ft.; Passive Perception 11 Languages Common, Goblin
Traits
- Abduct. The bugbear needn't spend extra movement to move a creature it is grappling.
Actions
- Multiattack. The bugbear makes two Javelin or Morningstar attacks.
- Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.
- Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. Hit: 12 (2d8 + 3) Piercing damage.
Bonus Actions
- Quick Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13).
Entry settings
- #41몬스터: Bugbear Warrior
Keys:
Enabled · Order 60
Bugbear Warrior (monster stat block, SRD 5.2.1)
Medium Fey (Goblinoid), Chaotic Evil. AC 14, HP 33 (6d8+6), Initiative +2, Speed 30 ft.. Abilities: Str 15 (save +2), Dex 14 (save +2), Con 13 (save +1), Int 8 (save -1), Wis 11 (save +0), Cha 9 (save -1). CR 1 (XP 200, PB +2). Skills Stealth +6, Survival +2 Gear Hide Armor, Light Hammers (3) Senses Darkvision 60 ft.; Passive Perception 10 Languages Common, Goblin
Traits
- Abduct. The bugbear needn't spend extra movement to move a creature it is grappling.
Actions
- Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).
- Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. or range 20/60 ft. Hit: 9 (3d4 + 2) Bludgeoning damage.
Entry settings
- #42몬스터: Bulette
Keys:
Enabled · Order 60
Bulette (monster stat block, SRD 5.2.1)
Large Monstrosity, Unaligned. AC 17, HP 94 (9d10+45), Initiative +0, Speed 40 ft., Burrow 40 ft.. Abilities: Str 19 (save +4), Dex 11 (save +0), Con 21 (save +5), Int 2 (save -4), Wis 10 (save +0), Cha 5 (save -3). CR 5 (XP 1800, PB +3). Skills Perception +6 Senses Darkvision 60 ft., Tremorsense 120 ft.; Passive Perception 16 Languages None
Actions
- Multiattack. The bulette makes two Bite attacks.
- Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage.
- Deadly Leap. The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the bulette's destination space. Failure: 19 (3d12) Bludgeoning damage, and the target has the Prone condition. Success: Half damage, and the target is pushed 5 feet straight away from the bulette.
Bonus Actions
- Leap. The bulette jumps up to 30 feet by spending 10 feet of movement.
Entry settings
- #43몬스터: Centaur Trooper
Keys:
Enabled · Order 60
Centaur Trooper (monster stat block, SRD 5.2.1)
Large Fey, Neutral Good. AC 16, HP 45 (6d10+12), Initiative +2, Speed 50 ft.. Abilities: Str 18 (save +4), Dex 14 (save +2), Con 14 (save +2), Int 9 (save -1), Wis 13 (save +1), Cha 11 (save +0). CR 2 (XP 450, PB +2). Skills Athletics +6, Perception +3 Gear Breastplate, Longbow, Pike Senses Passive Perception 13 Languages Elvish, Sylvan
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.
Entry settings
- #44몬스터: Chain Devil
Keys:
Enabled · Order 60
Chain Devil (monster stat block, SRD 5.2.1)
Medium Fiend (Devil), Lawful Evil. AC 15, HP 85 (10d8+40), Initiative +5, Speed 30 ft.. Abilities: Str 18 (save +4), Dex 15 (save +2), Con 18 (save +7), Int 11 (save +0), Wis 12 (save +4), Cha 14 (save +2). CR 8 (XP 3900, PB +3). 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.
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.
Entry settings
- #45몬스터: Chimera
Keys:
Enabled · Order 60
Chimera (monster stat block, SRD 5.2.1)
Large Monstrosity, Chaotic Evil. AC 14, HP 114 (12d10+48), Initiative +0, Speed 30 ft., Fly 60 ft.. Abilities: Str 19 (save +4), Dex 11 (save +0), Con 19 (save +4), Int 3 (save -4), Wis 14 (save +2), Cha 10 (save +0). CR 6 (XP 2300, PB +3). Skills Perception +8 Senses Darkvision 60 ft.; Passive Perception 18 Languages Understands Draconic but can't speak
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.
Entry settings
- #46몬스터: Chuul
Keys:
Enabled · Order 60
Chuul (monster stat block, SRD 5.2.1)
Large Aberration, Chaotic Evil. AC 16, HP 76 (9d10+27), Initiative +0, Speed 30 ft., Swim 30 ft.. Abilities: Str 19 (save +4), Dex 10 (save +0), Con 16 (save +3), Int 5 (save -3), Wis 11 (save +0), Cha 5 (save -3). CR 4 (XP 1100, PB +2). Skills Perception +4 Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive Perception 14 Languages Understands Deep Speech but can't speak
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.
Entry settings
- #47몬스터: Clay Golem
Keys:
Enabled · Order 60
Clay Golem (monster stat block, SRD 5.2.1)
Large Construct, Unaligned. AC 14, HP 123 (13d10+52), Initiative +3, Speed 30 ft.. Abilities: Str 20 (save +5), Dex 9 (save -1), Con 18 (save +4), Int 3 (save -4), Wis 8 (save -1), Cha 1 (save -5). CR 9 (XP 5000, PB +4). 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
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.
Entry settings
- #48몬스터: Cloaker
Keys:
Enabled · Order 60
Cloaker (monster stat block, SRD 5.2.1)
Large Aberration, Chaotic Neutral. AC 14, HP 91 (14d10+14), Initiative +5, Speed 10 ft., Fly 40 ft.. Abilities: Str 17 (save +3), Dex 15 (save +2), Con 12 (save +1), Int 13 (save +1), Wis 14 (save +2), Cha 7 (save -2). CR 8 (XP 3900, PB +3). Skills Stealth +5 Immunities Frightened Senses Darkvision 120 ft.; Passive Perception 12 Languages Deep Speech, Undercommon
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.
Entry settings
- #49몬스터: Cloud Giant
Keys:
Enabled · Order 60
Cloud Giant (monster stat block, SRD 5.2.1)
Huge Giant, Neutral. AC 14, HP 200 (16d12+96), Initiative +4, Speed 40 ft., Fly 20 ft. (hover). Abilities: Str 27 (save +8), Dex 10 (save +0), Con 22 (save +10), Int 12 (save +1), Wis 16 (save +7), Cha 16 (save +3). CR 9 (XP 5000, PB +4). Skills Insight +7, Perception +11 Senses Passive Perception 21 Languages Common, Giant
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.
Entry settings
- #50몬스터: Cockatrice
Keys:
Enabled · Order 60
Cockatrice (monster stat block, SRD 5.2.1)
Small Monstrosity, Unaligned. AC 11, HP 22 (5d6+5), Initiative +1, Speed 20 ft., Fly 40 ft.. Abilities: Str 6 (save -2), Dex 12 (save +1), Con 12 (save +1), Int 2 (save -4), Wis 13 (save +1), Cha 5 (save -3). CR 1/2 (XP 100, PB +2). Immunities Petrified Senses Darkvision 60 ft.; Passive Perception 11 Languages None
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.
Entry settings
Extensions: risuai (their contents are in the Raw tab)
1 file
- .pngpng_cardspec 3.0original
10.9 MB768×768first seen aeeaa027691c3401
version v1.15created modified
- source: risurealm:07e953e0-4261-410c-b030-cec446390695
Opens with the tab.