srd52-system-data.bundle
type: SRDSystemData
version: 0.3.0
metadata: SRD 5.2.1 System JSON
  author: Wizards of the Coast LLC
  srd version: 5.2.1
  license: CC-BY-4.0
  license url: https://creativecommons.org/licenses/by/4.0/legalcode
  attribution statement: 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.
  source: srd-5-2-1

acolyte
type: Background
name: Acolyte
slug: acolyte
source: srd-5-2-1
source locator:
  chapter: Character Origins
  section: 4.10
  heading: Acolyte
  line start: 5453
  line end: 5463
ability scores: Intelligence, Wisdom, Charisma
feat: Magic Initiate (Cleric) (see “Feats”)
skill proficiencies: Insight and Religion
tool proficiency: Calligrapher's Supplies
starting equipment: Choose A or B: (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP
ability score options: Intelligence
ability score options: Wisdom
ability score options: Charisma
rules text: Ability Scores: Intelligence, Wisdom, Charisma Feat: Magic Initiate (Cleric) (see “Feats”) Skill Proficiencies: Insight and Religion Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B: (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP

criminal
type: Background
name: Criminal
slug: criminal
source: srd-5-2-1
source locator:
  chapter: Character Origins
  section: 4.11
  heading: Criminal
  line start: 5465
  line end: 5475
ability scores: Dexterity, Constitution, Intelligence
feat: Alert (see “Feats”)
skill proficiencies: Sleight of Hand and Stealth
tool proficiency: Thieves' Tools
starting equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP
ability score options: Dexterity
ability score options: Constitution
ability score options: Intelligence
rules text: Ability Scores: Dexterity, Constitution, Intelligence Feat: Alert (see “Feats”) Skill Proficiencies: Sleight of Hand and Stealth Tool Proficiency: Thieves' Tools Equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP

sage
type: Background
name: Sage
slug: sage
source: srd-5-2-1
source locator:
  chapter: Character Origins
  section: 4.12
  heading: Sage
  line start: 5477
  line end: 5487
ability scores: Constitution, Intelligence, Wisdom
feat: Magic Initiate (Wizard) (see “Feats”)
skill proficiencies: Arcana and History
tool proficiency: Calligrapher's Supplies
starting equipment: Choose A or B: (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP
ability score options: Constitution
ability score options: Intelligence
ability score options: Wisdom
rules text: Ability Scores: Constitution, Intelligence, Wisdom Feat: Magic Initiate (Wizard) (see “Feats”) Skill Proficiencies: Arcana and History Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B: (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP

soldier
type: Background
name: Soldier
slug: soldier
source: srd-5-2-1
source locator:
  chapter: Character Origins
  section: 4.13
  heading: Soldier
  line start: 5489
  line end: 5499
ability scores: Strength, Dexterity, Constitution
feat: Savage Attacker (see “Feats”)
skill proficiencies: Athletics and Intimidation
tool proficiency: Choose one kind of Gaming Set (see "Equipment")
starting equipment: Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP
ability score options: Strength
ability score options: Dexterity
ability score options: Constitution
rules text: Ability Scores: Strength, Dexterity, Constitution Feat: Savage Attacker (see “Feats”) Skill Proficiencies: Athletics and Intimidation Tool Proficiency: Choose one kind of Gaming Set (see "Equipment") Equipment: Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP

barbarian
type: CharacterClass
name: Barbarian
slug: barbarian
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.2
  heading: Barbarian
  line start: 1553
  line end: 1748
core traits:
  name: Primary Ability
  value: Strength
core traits:
  name: Hit Point Die
  value: D12 per Barbarian level
core traits:
  name: Saving Throw Proficiencies
  value: Strength and Constitution
core traits:
  name: Skill Proficiencies
  value: Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
core traits:
  name: Weapon Proficiencies
  value: Simple and Martial weapons
core traits:
  name: Armor Training
  value: Light and Medium armor and Shields
core traits:
  name: Starting Equipment
  value: Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP
subclasses: path-of-the-berserker
features:
  level: 1
  name: Rage
  rules text: You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage Damage. When you make an attack using Strength - with either a weapon or an Unarmed Strike - and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table. Strength Advantage. You have Advantage on Strength checks and Strength saving throws. No Concentration or Spells. You can't maintain Concentration, and you can't cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following: - Make an attack roll against an enemy. - Force an enemy to make a saving throw. - Take a Bonus Action to extend your Rage. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 1: Rage
    line start: 1608
    line end: 1630
features:
  level: 1
  name: Unarmored Defense
  rules text: While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 1: Unarmored Defense
    line start: 1632
    line end: 1634
features:
  level: 1
  name: Weapon Mastery
  rules text: Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Great-axes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 1: Weapon Mastery
    line start: 1636
    line end: 1640
features:
  level: 2
  name: Danger Sense
  rules text: You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 2: Danger Sense
    line start: 1642
    line end: 1644
features:
  level: 2
  name: Reckless Attack
  rules text: You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 2: Reckless Attack
    line start: 1646
    line end: 1650
features:
  level: 3
  name: Barbarian Subclass
  rules text: You gain a Barbarian subclass of your choice. The Path of the Berserker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 3: Barbarian Subclass
    line start: 1652
    line end: 1654
features:
  level: 3
  name: Primal Knowledge
  rules text: You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1. In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 3: Primal Knowledge
    line start: 1656
    line end: 1660
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 4: Ability Score Improvement
    line start: 1662
    line end: 1664
features:
  level: 5
  name: Extra Attack
  rules text: You can attack twice instead of once whenever you take the Attack action on your turn.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 5: Extra Attack
    line start: 1666
    line end: 1668
features:
  level: 5
  name: Fast Movement
  rules text: Your speed increases by 10 feet while you aren't wearing Heavy armor.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 5: Fast Movement
    line start: 1670
    line end: 1672
features:
  level: 7
  name: Feral Instinct
  rules text: Your instincts are so honed that you have Advantage on Initiative rolls.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 7: Feral Instinct
    line start: 1674
    line end: 1676
features:
  level: 7
  name: Instinctive Pounce
  rules text: As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 7: Instinctive Pounce
    line start: 1678
    line end: 1680
features:
  level: 9
  name: Brutal Strike
  rules text: If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options. Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks. Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time - the most recent one.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 9: Brutal Strike
    line start: 1682
    line end: 1688
features:
  level: 11
  name: Relentless Rage
  rules text: Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level. Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 11: Relentless Rage
    line start: 1690
    line end: 1694
features:
  level: 13
  name: Improved Brutal Strike
  rules text: You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options. Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn. Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 13: Improved Brutal Strike
    line start: 1696
    line end: 1702
features:
  level: 15
  name: Persistent Rage
  rules text: When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest. In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 15: Persistent Rage
    line start: 1704
    line end: 1708
features:
  level: 17
  name: Improved Brutal Strike
  rules text: The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.
  source locator:
    chapter: Classes
    section: 3.2
    heading: Level 17: Improved Brutal Strike
    line start: 1710
    line end: 1712
related tables: 3-2-barbarian-features
rules text: Core Barbarian Traits Becoming a Barbarian ... As a Level 1 Character - Gain all the traits in the Core Barbarian Traits table. - Gain the Barbarian's level 1 features, which are listed in the Barbarian Features table. As a Multiclass Character - Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons, and training with Shields. - Gain the Barbarian's level 1 features, which are listed in the Barbarian Features table. Barbarian Class Features As a Barbarian, you gain the following class features when you reach the specified Barbarian levels. These features are listed in the Barbarian Features table. Barbarian Features

bard
type: CharacterClass
name: Bard
slug: bard
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.4
  heading: Bard
  line start: 1750
  line end: 2099
core traits:
  name: Primary Ability
  value: Charisma
core traits:
  name: Hit Point Die
  value: D8 per Bard level
core traits:
  name: Saving Throw Proficiencies
  value: Dexterity and Charisma
core traits:
  name: Skill Proficiencies
  value: Choose any 3 skills (see “Playing the Game”)
core traits:
  name: Weapon Proficiencies
  value: Simple weapons
core traits:
  name: Tool Proficiencies
  value: Choose 3 Musical Instruments (see “Equipment”)
core traits:
  name: Armor Training
  value: Light armor
core traits:
  name: Starting Equipment
  value: Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP
spell list: 3-5-bard-spell-list
subclasses: college-of-lore
features:
  level: 1
  name: Bardic Inspiration
  rules text: You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time. Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 1: Bardic Inspiration
    line start: 1807
    line end: 1817
features:
  level: 1
  name: Spellcasting
  rules text: You have learned to cast spells through your bardic arts. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list. When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots. Spellcasting Ability. Charisma is your spe…
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 1: Spellcasting
    line start: 1819
    line end: 1843
features:
  level: 2
  name: Expertise
  rules text: You gain Expertise (see “Rules Glossary”) in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 2: Expertise
    line start: 1845
    line end: 1849
features:
  level: 2
  name: Jack of All Trades
  rules text: You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus. For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 2: Jack of All Trades
    line start: 1851
    line end: 1855
features:
  level: 3
  name: Bard Subclass
  rules text: You gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 3: Bard Subclass
    line start: 1857
    line end: 1859
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 4: Ability Score Improvement
    line start: 1861
    line end: 1863
features:
  level: 5
  name: Font of Inspiration
  rules text: You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 5: Font of Inspiration
    line start: 1865
    line end: 1869
features:
  level: 7
  name: Countercharm
  rules text: You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 7: Countercharm
    line start: 1871
    line end: 1873
features:
  level: 10
  name: Magical Secrets
  rules text: You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 10: Magical Secrets
    line start: 1875
    line end: 1877
features:
  level: 18
  name: Superior Inspiration
  rules text: When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 18: Superior Inspiration
    line start: 1879
    line end: 1881
features:
  level: 19
  name: Epic Boon
  rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 19: Epic Boon
    line start: 1883
    line end: 1885
features:
  level: 20
  name: Words of Creation
  rules text: You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.
  source locator:
    chapter: Classes
    section: 3.4
    heading: Level 20: Words of Creation
    line start: 1887
    line end: 1889
related tables: 3-4-bard-features
rules text: Core Bard Traits Becoming a Bard ... As a Level 1 Character - Gain all the traits in the Core Bard Traits table. - Gain the Bard's level 1 features, which are listed in the Bard Features table. As a Multiclass Character - Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor. - Gain the Bard's level 1 features, which are listed in the Bard Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Bard Class Features As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table. Bard Features

cleric
type: CharacterClass
name: Cleric
slug: cleric
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.7
  heading: Cleric
  line start: 2101
  line end: 2440
core traits:
  name: Primary Ability
  value: Wisdom
core traits:
  name: Hit Point Die
  value: D8 per Cleric level
core traits:
  name: Saving Throw Proficiencies
  value: Wisdom and Charisma
core traits:
  name: Skill Proficiencies
  value: Choose 2: History, Insight, Medicine, Persuasion, or Religion
core traits:
  name: Weapon Proficiencies
  value: Simple weapons
core traits:
  name: Armor Training
  value: Light and Medium armor and Shields
core traits:
  name: Starting Equipment
  value: Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP
spell list: 3-8-cleric-spell-list
subclasses: life-domain
features:
  level: 1
  name: Spellcasting
  rules text: You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list. When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table. Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spell…
  source locator:
    chapter: Classes
    section: 3.7
    heading: Level 1: Spellcasting
    line start: 2156
    line end: 2178
features:
  level: 1
  name: Divine Order
  rules text: You have dedicated yourself to one of the following sacred roles of your choice. Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor. Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
  source locator:
    chapter: Classes
    section: 3.7
    heading: Level 1: Divine Order
    line start: 2180
    line end: 2186
features:
  level: 2
  name: Channel Divinity
  rules text: You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels. You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature. Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8). Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
  source locator:
    chapter: Classes
    section: 3.7
    heading: Level 2: Channel Divinity
    line start: 2188
    line end: 2200
features:
  level: 3
  name: Cleric Subclass
  rules text: You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.
  source locator:
    chapter: Classes
    section: 3.7
    heading: Level 3: Cleric Subclass
    line start: 2202
    line end: 2204
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
  source locator:
    chapter: Classes
    section: 3.7
    heading: Level 4: Ability Score Improvement
    line start: 2206
    line end: 2208
features:
  level: 5
  name: Sear Undead
  rules text: Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.
  source locator:
    chapter: Classes
    section: 3.7
    heading: Level 5: Sear Undead
    line start: 2210
    line end: 2212
features:
  level: 7
  name: Blessed Strikes
  rules text: Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature). Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice). Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.
  source locator:
    chapter: Classes
    section: 3.7
    heading: Level 7: Blessed Strikes
    line start: 2214
    line end: 2220
features:
  level: 10
  name: Divine Intervention
  rules text: You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.
  source locator:
    chapter: Classes
    section: 3.7
    heading: Level 10: Divine Intervention
    line start: 2222
    line end: 2224
features:
  level: 14
  name: Improved Blessed Strikes
  rules text: The option you chose for Blessed Strikes grows more powerful. Divine Strike. The extra damage of your Divine Strike increases to 2d8. Potent Spellcasting. When you cast a Cleric can-trip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.
  source locator:
    chapter: Classes
    section: 3.7
    heading: Level 14: Improved Blessed Strikes
    line start: 2226
    line end: 2232
features:
  level: 19
  name: Epic Boon
  rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Fate is recommended.
  source locator:
    chapter: Classes
    section: 3.7
    heading: Level 19: Epic Boon
    line start: 2234
    line end: 2236
features:
  level: 20
  name: Greater Divine Intervention
  rules text: You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.
  source locator:
    chapter: Classes
    section: 3.7
    heading: Level 20: Greater Divine Intervention
    line start: 2238
    line end: 2240
related tables: 3-7-cleric-features
rules text: Core Cleric Traits Becoming a Cleric ... As a Level 1 Character - Gain all the traits in the Core Cleric Traits table. - Gain the Cleric's level 1 features, which are listed in the Cleric Features table. As a Multiclass Character - Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields. - Gain the Cleric's level 1 features, which are listed in the Cleric Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Cleric Class Features As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table. Cleric Features

druid
type: CharacterClass
name: Druid
slug: druid
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.10
  heading: Druid
  line start: 2442
  line end: 2877
core traits:
  name: Primary Ability
  value: Wisdom
core traits:
  name: Hit Point Die
  value: D8 per Druid level
core traits:
  name: Saving Throw Proficiencies
  value: Intelligence and Wisdom
core traits:
  name: Skill Proficiencies
  value: Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
core traits:
  name: Weapon Proficiencies
  value: Simple weapons
core traits:
  name: Tool Proficiencies
  value: Herbalism Kit
core traits:
  name: Armor Training
  value: Light armor and Shields
core traits:
  name: Starting Equipment
  value: Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
spell list: 3-11-druid-spell-list
subclasses: circle-of-the-land
features:
  level: 1
  name: Spellcasting
  rules text: You have learned to cast spells through studying the mystical forces of nature. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description. Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list. When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table. Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which …
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 1: Spellcasting
    line start: 2498
    line end: 2522
features:
  level: 1
  name: Druidic
  rules text: You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared. You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 1: Druidic
    line start: 2524
    line end: 2530
features:
  level: 1
  name: Primal Order
  rules text: You have dedicated yourself to one of the following sacred roles of your choice. Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1). Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 1: Primal Order
    line start: 2532
    line end: 2538
features:
  level: 2
  name: Wild Shape
  rules text: The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action. Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table. Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see “Animals” in “Monsters” for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form. When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed. When choosing known forms, you may look in other sources for eligible Beasts if the Game Master permits you to do so. Beast Shapes Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply: Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level. Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for t…
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 2: Wild Shape
    line start: 2540
    line end: 2570
  related tables: 3-10-beast-shapes
features:
  level: 2
  name: Wild Companion
  rules text: You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components. When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 2: Wild Companion
    line start: 2572
    line end: 2576
features:
  level: 3
  name: Druid Subclass
  rules text: You gain a Druid subclass of your choice. The Circle of the Land subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 3: Druid Subclass
    line start: 2578
    line end: 2580
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 4: Ability Score Improvement
    line start: 2582
    line end: 2584
features:
  level: 5
  name: Wild Resurgence
  rules text: Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required). In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 5: Wild Resurgence
    line start: 2586
    line end: 2590
features:
  level: 7
  name: Elemental Fury
  rules text: The might of the elements flows through you. You gain one of the following options of your choice. Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip. Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 7: Elemental Fury
    line start: 2592
    line end: 2598
features:
  level: 15
  name: Improved Elemental Fury
  rules text: The option you chose for Elemental Fury grows more powerful, as detailed below. Potent Spellcasting. When you cast a Druid can-trip with a range of 10 feet or greater, the spell's range increases by 300 feet. Primal Strike. The extra damage of your Primal Strike increases to 2d8.
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 15: Improved Elemental Fury
    line start: 2600
    line end: 2606
features:
  level: 18
  name: Beast Spells
  rules text: While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 18: Beast Spells
    line start: 2608
    line end: 2610
features:
  level: 19
  name: Epic Boon
  rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 19: Epic Boon
    line start: 2612
    line end: 2614
features:
  level: 20
  name: Archdruid
  rules text: The vitality of nature constantly blooms within you, granting you the following benefits. Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it. Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest. Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.
  source locator:
    chapter: Classes
    section: 3.10
    heading: Level 20: Archdruid
    line start: 2616
    line end: 2624
related tables: 3-10-druid-features
rules text: Core Druid Traits Becoming a Druid ... As a Level 1 Character - Gain all the traits in the Core Druid Traits table. - Gain the Druid's level 1 features, which are listed in the Druid Features table. As a Multiclass Character - Gain the following traits from the Core Druid Traits table: Hit Point Die and training with Light armor and Shields. - Gain the Druid's level 1 features, which are listed in the Druid Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Druid Class Features As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table. Druid Features

fighter
type: CharacterClass
name: Fighter
slug: fighter
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.13
  heading: Fighter
  line start: 2879
  line end: 3039
core traits:
  name: Primary Ability
  value: Strength or Dexterity
core traits:
  name: Hit Point Die
  value: D10 per Fighter level
core traits:
  name: Saving Throw Proficiencies
  value: Strength and Constitution
core traits:
  name: Skill Proficiencies
  value: Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
core traits:
  name: Weapon Proficiencies
  value: Simple and Martial weapons
core traits:
  name: Armor Training
  value: Light, Medium, and Heavy armor and Shields
core traits:
  name: Starting Equipment
  value: Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP
subclasses: champion
features:
  level: 1
  name: Fighting Style
  rules text: You have honed your martial prowess and gain a Fighting Style feat of your choice (see “Feats”). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 1: Fighting Style
    line start: 2933
    line end: 2937
features:
  level: 1
  name: Second Wind
  rules text: You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 1: Second Wind
    line start: 2939
    line end: 2945
features:
  level: 1
  name: Weapon Mastery
  rules text: Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 1: Weapon Mastery
    line start: 2947
    line end: 2951
features:
  level: 2
  name: Action Surge
  rules text: You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 2: Action Surge
    line start: 2953
    line end: 2957
features:
  level: 2
  name: Tactical Mind
  rules text: You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 2: Tactical Mind
    line start: 2959
    line end: 2961
features:
  level: 3
  name: Fighter Subclass
  rules text: You gain a Fighter subclass of your choice. The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 3: Fighter Subclass
    line start: 2963
    line end: 2965
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 4: Ability Score Improvement
    line start: 2967
    line end: 2969
features:
  level: 5
  name: Extra Attack
  rules text: You can attack twice instead of once whenever you take the Attack action on your turn.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 5: Extra Attack
    line start: 2971
    line end: 2973
features:
  level: 5
  name: Tactical Shift
  rules text: Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 5: Tactical Shift
    line start: 2975
    line end: 2977
features:
  level: 9
  name: Indomitable
  rules text: If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest. You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 9: Indomitable
    line start: 2979
    line end: 2983
features:
  level: 9
  name: Tactical Master
  rules text: When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 9: Tactical Master
    line start: 2985
    line end: 2987
features:
  level: 11
  name: Two Extra Attacks
  rules text: You can attack three times instead of once whenever you take the Attack action on your turn.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 11: Two Extra Attacks
    line start: 2989
    line end: 2991
features:
  level: 13
  name: Studied Attacks
  rules text: You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 13: Studied Attacks
    line start: 2993
    line end: 2995
features:
  level: 19
  name: Epic Boon
  rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 19: Epic Boon
    line start: 2997
    line end: 2999
features:
  level: 20
  name: Three Extra Attacks
  rules text: You can attack four times instead of once whenever you take the Attack action on your turn.
  source locator:
    chapter: Classes
    section: 3.13
    heading: Level 20: Three Extra Attacks
    line start: 3001
    line end: 3003
related tables: 3-13-fighter-features
rules text: Core Fighter Traits Becoming a Fighter ... As a Level 1 Character - Gain all the traits in the Core Fighter Traits table. - Gain the Fighter's level 1 features, which are listed in the Fighter Features table. As a Multiclass Character - Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields. - Gain the Fighter's level 1 features, which are listed in the Fighter Features table. Fighter Class Features As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table. Fighter Features

monk
type: CharacterClass
name: Monk
slug: monk
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.15
  heading: Monk
  line start: 3041
  line end: 3257
core traits:
  name: Primary Ability
  value: Dexterity and Wisdom
core traits:
  name: Hit Point Die
  value: D8 per Monk level
core traits:
  name: Saving Throw Proficiencies
  value: Strength and Dexterity
core traits:
  name: Skill Proficiencies
  value: Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth
core traits:
  name: Weapon Proficiencies
  value: Simple weapons and Martial weapons that have the Light property
core traits:
  name: Tool Proficiencies
  value: Choose one type of Artisan’s Tools or Musical Instrument (see “Equipment”)
core traits:
  name: Armor Training
  value: None
core traits:
  name: Starting Equipment
  value: Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP
subclasses: warrior-of-the-open-hand
features:
  level: 1
  name: Martial Arts
  rules text: Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: - Simple Melee weapons - Martial Melee weapons that have the Light property You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield. Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table. Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 1: Martial Arts
    line start: 3096
    line end: 3109
features:
  level: 1
  name: Unarmored Defense
  rules text: While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 1: Unarmored Defense
    line start: 3111
    line end: 3113
features:
  level: 2
  name: Monk's Focus
  rules text: Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table. You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action. Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action. Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 2: Monk's Focus
    line start: 3115
    line end: 3131
features:
  level: 2
  name: Unarmored Movement
  rules text: Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 2: Unarmored Movement
    line start: 3133
    line end: 3135
features:
  level: 2
  name: Uncanny Metabolism
  rules text: When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can't use it again until you finish a Long Rest.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 2: Uncanny Metabolism
    line start: 3137
    line end: 3141
features:
  level: 3
  name: Deflect Attacks
  rules text: When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level. If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 3: Deflect Attacks
    line start: 3143
    line end: 3147
features:
  level: 3
  name: Monk Subclass
  rules text: You gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 3: Monk Subclass
    line start: 3149
    line end: 3151
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 4: Ability Score Improvement
    line start: 3153
    line end: 3157
features:
  level: 4
  name: Slow Fall
  rules text: You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 4: Slow Fall
    line start: 3159
    line end: 3161
features:
  level: 5
  name: Extra Attack
  rules text: You can attack twice instead of once whenever you take the Attack action on your turn.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 5: Extra Attack
    line start: 3163
    line end: 3165
features:
  level: 5
  name: Stunning Strike
  rules text: Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 5: Stunning Strike
    line start: 3167
    line end: 3169
features:
  level: 6
  name: Empowered Strikes
  rules text: Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 6: Empowered Strikes
    line start: 3171
    line end: 3173
features:
  level: 7
  name: Evasion
  rules text: When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You don't benefit from this feature if you have the Incapacitated condition.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 7: Evasion
    line start: 3175
    line end: 3179
features:
  level: 9
  name: Acrobatic Movement
  rules text: While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 9: Acrobatic Movement
    line start: 3181
    line end: 3183
features:
  level: 10
  name: Heightened Focus
  rules text: Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits. Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two. Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die. Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 10: Heightened Focus
    line start: 3185
    line end: 3193
features:
  level: 10
  name: Self-Restoration
  rules text: Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn't give you levels of Exhaustion.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 10: Self-Restoration
    line start: 3195
    line end: 3199
features:
  level: 13
  name: Deflect Energy
  rules text: You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
  source locator:
    chapter: Classes
    section: 3.15
    heading: Level 13: Deflect Energy
    line start: 3201
    line end: 3203
related tables: 3-15-monk-features
rules text: Core Monk Traits Becoming a Monk ... As a Level 1 Character - Gain all the traits in the Core Monk Traits table. - Gain the Monk's level 1 features, which are listed in the Monk Features table. As a Multiclass Character - Gain the Hit Point Die trait from the Core Monk Traits table. - Gain the Monk's level 1 features, which are listed in the Monk Features table. Monk Class Features As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table. Monk Features

paladin
type: CharacterClass
name: Paladin
slug: paladin
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.17
  heading: Paladin
  line start: 3259
  line end: 3546
core traits:
  name: Primary Ability
  value: Strength and Charisma
core traits:
  name: Hit Point Die
  value: D10 per Paladin level
core traits:
  name: Saving Throw Proficiencies
  value: Wisdom and Charisma
core traits:
  name: Skill Proficiencies
  value: Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
core traits:
  name: Weapon Proficiencies
  value: Simple and Martial weapons
core traits:
  name: Armor Training
  value: Light, Medium, and Heavy armor and Shields
core traits:
  name: Starting Equipment
  value: Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP
spell list: 3-18-paladin-spell-list
subclasses: oath-of-devotion
features:
  level: 1
  name: Lay On Hands
  rules text: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool. You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 1: Lay On Hands
    line start: 3315
    line end: 3321
features:
  level: 1
  name: Spellcasting
  rules text: You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class’s description. Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended. The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination. If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots. Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells. Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 1: Spellcasting
    line start: 3323
    line end: 3339
features:
  level: 1
  name: Weapon Mastery
  rules text: Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 1: Weapon Mastery
    line start: 3341
    line end: 3345
features:
  level: 2
  name: Fighting Style
  rules text: You gain a Fighting Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 2: Fighting Style
    line start: 3347
    line end: 3351
features:
  level: 2
  name: Paladin's Smite
  rules text: You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 2: Paladin's Smite
    line start: 3353
    line end: 3355
features:
  level: 3
  name: Channel Divinity
  rules text: You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create. You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 3: Channel Divinity
    line start: 3357
    line end: 3361
features:
  level: 3
  name: Paladin Subclass
  rules text: You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 3: Paladin Subclass
    line start: 3375
    line end: 3377
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 4: Ability Score Improvement
    line start: 3379
    line end: 3381
features:
  level: 5
  name: Extra Attack
  rules text: You can attack twice instead of once whenever you take the Attack action on your turn.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 5: Extra Attack
    line start: 3383
    line end: 3385
features:
  level: 5
  name: Faithful Steed
  rules text: You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 5: Faithful Steed
    line start: 3387
    line end: 3391
features:
  level: 6
  name: Aura of Protection
  rules text: You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 6: Aura of Protection
    line start: 3393
    line end: 3399
features:
  level: 9
  name: Abjure Foes
  rules text: As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 9: Abjure Foes
    line start: 3401
    line end: 3405
features:
  level: 10
  name: Aura of Courage
  rules text: You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 10: Aura of Courage
    line start: 3407
    line end: 3409
features:
  level: 11
  name: Radiant Strikes
  rules text: Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 11: Radiant Strikes
    line start: 3411
    line end: 3413
features:
  level: 14
  name: Restoring Touch
  rules text: When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 14: Restoring Touch
    line start: 3415
    line end: 3417
features:
  level: 18
  name: Aura Expansion
  rules text: Your Aura of Protection is now a 30-foot Emanation.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 18: Aura Expansion
    line start: 3419
    line end: 3421
features:
  level: 19
  name: Epic Boon
  rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Truesight is recommended.
  source locator:
    chapter: Classes
    section: 3.17
    heading: Level 19: Epic Boon
    line start: 3423
    line end: 3425
related tables: 3-17-paladin-features
rules text: Core Paladin Traits Becoming a Paladin ... As a Level 1 Character - Gain all the traits in the Core Paladin Traits table. - Gain the Paladin's level 1 features, which are listed in the Paladin Features table. As a Multiclass Character - Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields. - Gain the Paladin's level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Paladin Class Features As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table. Paladin Features BREAKING YOUR OATH A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath. A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh. If your Paladin unrepentantly violates their oath, talk to your GM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

ranger
type: CharacterClass
name: Ranger
slug: ranger
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.20
  heading: Ranger
  line start: 3548
  line end: 3812
core traits:
  name: Primary Ability
  value: Dexterity and Wisdom
core traits:
  name: Hit Point Die
  value: D10 per Ranger level
core traits:
  name: Saving Throw Proficiencies
  value: Strength and Dexterity
core traits:
  name: Skill Proficiencies
  value: Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
core traits:
  name: Weapon Proficiencies
  value: Simple and Martial weapons
core traits:
  name: Armor Training
  value: Light and Medium armor and Shields
core traits:
  name: Starting Equipment
  value: Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP
spell list: 3-21-ranger-spell-list
subclasses: hunter
features:
  level: 1
  name: Spellcasting
  rules text: You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination. If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells. Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 1: Spellcasting
    line start: 3603
    line end: 3619
features:
  level: 1
  name: Favored Enemy
  rules text: You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 1: Favored Enemy
    line start: 3621
    line end: 3625
features:
  level: 1
  name: Weapon Mastery
  rules text: Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 1: Weapon Mastery
    line start: 3627
    line end: 3633
features:
  level: 2
  name: Deft Explorer
  rules text: Thanks to your travels, you gain the following benefits. Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill. Languages. You know two languages of your choice from the language tables in “Character Creation.”
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 2: Deft Explorer
    line start: 3635
    line end: 3641
features:
  level: 2
  name: Fighting Style
  rules text: You gain a Fighting Style feat of your choice (see "Feats"). Instead of choosing one of those feats, you can choose the option below. Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 2: Fighting Style
    line start: 3643
    line end: 3647
features:
  level: 3
  name: Ranger Subclass
  rules text: You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 3: Ranger Subclass
    line start: 3649
    line end: 3651
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 4: Ability Score Improvement
    line start: 3653
    line end: 3655
features:
  level: 5
  name: Extra Attack
  rules text: You can attack twice instead of once whenever you take the Attack action on your turn.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 5: Extra Attack
    line start: 3657
    line end: 3659
features:
  level: 6
  name: Roving
  rules text: Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 6: Roving
    line start: 3661
    line end: 3663
features:
  level: 9
  name: Expertise
  rules text: Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 9: Expertise
    line start: 3665
    line end: 3667
features:
  level: 10
  name: Tireless
  rules text: Primal forces now help fuel you on your journeys, granting you the following benefits. Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 10: Tireless
    line start: 3669
    line end: 3675
features:
  level: 13
  name: Relentless Hunter
  rules text: Taking damage can't break your Concentration on Hunter's Mark.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 13: Relentless Hunter
    line start: 3677
    line end: 3679
features:
  level: 14
  name: Nature's Veil
  rules text: You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 14: Nature's Veil
    line start: 3681
    line end: 3685
features:
  level: 17
  name: Precise Hunter
  rules text: You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 17: Precise Hunter
    line start: 3687
    line end: 3689
features:
  level: 18
  name: Feral Senses
  rules text: Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 18: Feral Senses
    line start: 3691
    line end: 3693
features:
  level: 19
  name: Epic Boon
  rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 19: Epic Boon
    line start: 3695
    line end: 3697
features:
  level: 20
  name: Foe Slayer
  rules text: The damage die of your Hunter's Mark is a d10 rather than a d6.
  source locator:
    chapter: Classes
    section: 3.20
    heading: Level 20: Foe Slayer
    line start: 3699
    line end: 3701
related tables: 3-20-ranger-features
rules text: Core Ranger Traits Becoming a Ranger ... As a Level 1 Character - Gain all the traits in the Core Ranger Traits table. - Gain the Ranger's level 1 features, which are listed in the Ranger Features table. As a Multiclass Character - Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger's skill list, and training with Light and Medium armor and Shields. - Gain the Ranger's level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Ranger Class Features As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table. Ranger Features

rogue
type: CharacterClass
name: Rogue
slug: rogue
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.23
  heading: Rogue
  line start: 3814
  line end: 4007
core traits:
  name: Primary Ability
  value: Dexterity
core traits:
  name: Hit Point Die
  value: D8 per Rogue level
core traits:
  name: Saving Throw Proficiencies
  value: Dexterity and Intelligence
core traits:
  name: Skill Proficiencies
  value: Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
core traits:
  name: Weapon Proficiencies
  value: Simple weapons and Martial weapons that have the Finesse or Light property
core traits:
  name: Tool Proficiencies
  value: Thieves’ Tools
core traits:
  name: Armor Training
  value: Light armor
core traits:
  name: Starting Equipment
  value: Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP
subclasses: thief
features:
  level: 1
  name: Expertise
  rules text: You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 1: Expertise
    line start: 3869
    line end: 3873
features:
  level: 1
  name: Sneak Attack
  rules text: You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type. You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll. The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 1: Sneak Attack
    line start: 3875
    line end: 3881
features:
  level: 1
  name: Thieves' Cant
  rules text: You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in "Character Creation."
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 1: Thieves' Cant
    line start: 3883
    line end: 3885
features:
  level: 1
  name: Weapon Mastery
  rules text: Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 1: Weapon Mastery
    line start: 3887
    line end: 3891
features:
  level: 2
  name: Cunning Action
  rules text: Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 2: Cunning Action
    line start: 3893
    line end: 3895
features:
  level: 3
  name: Rogue Subclass
  rules text: You gain a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 3: Rogue Subclass
    line start: 3897
    line end: 3899
features:
  level: 3
  name: Steady Aim
  rules text: As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 3: Steady Aim
    line start: 3901
    line end: 3903
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 4: Ability Score Improvement
    line start: 3905
    line end: 3907
features:
  level: 5
  name: Cunning Strike
  rules text: You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition. Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 5: Cunning Strike
    line start: 3909
    line end: 3921
features:
  level: 5
  name: Uncanny Dodge
  rules text: When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 5: Uncanny Dodge
    line start: 3923
    line end: 3925
features:
  level: 7
  name: Evasion
  rules text: You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 7: Evasion
    line start: 3927
    line end: 3929
features:
  level: 7
  name: Reliable Talent
  rules text: Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 7: Reliable Talent
    line start: 3931
    line end: 3933
features:
  level: 11
  name: Improved Cunning Strike
  rules text: You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 11: Improved Cunning Strike
    line start: 3935
    line end: 3937
features:
  level: 14
  name: Devious Strikes
  rules text: You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options. Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action. Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success. Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 14: Devious Strikes
    line start: 3939
    line end: 3947
features:
  level: 15
  name: Slippery Mind
  rules text: Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 15: Slippery Mind
    line start: 3949
    line end: 3951
features:
  level: 18
  name: Elusive
  rules text: You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 18: Elusive
    line start: 3953
    line end: 3955
features:
  level: 19
  name: Epic Boon
  rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
  source locator:
    chapter: Classes
    section: 3.23
    heading: Level 19: Epic Boon
    line start: 3957
    line end: 3959
related tables: 3-23-rogue-features
rules text: Core Rogue Traits Becoming a Rogue ... As a Level 1 Character - Gain all the traits in the Core Rogue Traits table. - Gain the Rogue's level 1 features, which are listed in the Rogue Features table. As a Multiclass Character - Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue's skill list, proficiency with Thieves' Tools, and training with Light armor. - Gain the Rogue's level 1 features, which are listed in the Rogue Features table. Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features

sorcerer
type: CharacterClass
name: Sorcerer
slug: sorcerer
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.25
  heading: Sorcerer
  line start: 4009
  line end: 4463
core traits:
  name: Primary Ability
  value: Charisma
core traits:
  name: Hit Point Die
  value: D6 per Sorcerer level
core traits:
  name: Saving Throw Proficiencies
  value: Constitution and Charisma
core traits:
  name: Skill Proficiencies
  value: Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
core traits:
  name: Weapon Proficiencies
  value: Simple weapons
core traits:
  name: Armor Training
  value: None
core traits:
  name: Starting Equipment
  value: Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP
spell list: 3-26-sorcerer-spell-list
subclasses: draconic-sorcery
features:
  level: 1
  name: Spellcasting
  rules text: Drawing from your innate magic, you can cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description. Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice. When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table. Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended. The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination. If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you. Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots. Spellcasting Ability. Charisma is your …
  source locator:
    chapter: Classes
    section: 3.25
    heading: Level 1: Spellcasting
    line start: 4064
    line end: 4086
features:
  level: 1
  name: Innate Sorcery
  rules text: An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: - The spell save DC of your Sorcerer spells increases by 1. - You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
  source locator:
    chapter: Classes
    section: 3.25
    heading: Level 1: Innate Sorcery
    line start: 4088
    line end: 4095
features:
  level: 2
  name: Font of Magic
  rules text: You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects. You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest. You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points. Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required). Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5. Any spell slot you create with this feature vanishes when you finish a Long Rest. Creating Spell Slots
  source locator:
    chapter: Classes
    section: 3.25
    heading: Level 2: Font of Magic
    line start: 4097
    line end: 4119
  related tables: 3-25-creating-spell-slots
features:
  level: 2
  name: Metamagic
  rules text: Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs. You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
  source locator:
    chapter: Classes
    section: 3.25
    heading: Level 2: Metamagic
    line start: 4121
    line end: 4127
features:
  level: 3
  name: Sorcerer Subclass
  rules text: You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.
  source locator:
    chapter: Classes
    section: 3.25
    heading: Level 3: Sorcerer Subclass
    line start: 4129
    line end: 4131
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.
  source locator:
    chapter: Classes
    section: 3.25
    heading: Level 4: Ability Score Improvement
    line start: 4133
    line end: 4135
features:
  level: 5
  name: Sorcerous Restoration
  rules text: When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
  source locator:
    chapter: Classes
    section: 3.25
    heading: Level 5: Sorcerous Restoration
    line start: 4137
    line end: 4139
features:
  level: 7
  name: Sorcery Incarnate
  rules text: If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it. In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
  source locator:
    chapter: Classes
    section: 3.25
    heading: Level 7: Sorcery Incarnate
    line start: 4141
    line end: 4145
features:
  level: 19
  name: Epic Boon
  rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
  source locator:
    chapter: Classes
    section: 3.25
    heading: Level 19: Epic Boon
    line start: 4147
    line end: 4149
features:
  level: 20
  name: Arcane Apotheosis
  rules text: While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
  source locator:
    chapter: Classes
    section: 3.25
    heading: Level 20: Arcane Apotheosis
    line start: 4151
    line end: 4153
related tables: 3-25-sorcerer-features
rules text: Core Sorcerer Traits Becoming a Sorcerer ... As a Level 1 Character - Gain all the traits in the Core Sorcerer Traits table. - Gain the Sorcerer's level 1 features, which are listed in the Sorcerer Features table. As a Multiclass Character - Gain the Hit Point Die from the Core Sorcerer Traits table. - Gain the Sorcerer's level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Sorcerer Class Features As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table. Sorcerer Features Metamagic Options The following options are available to your Meta-magic feature. The options are presented in alphabetical order. Careful Spell Cost: 1 Sorcery Point When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save. Distant Spell Cost: 1 Sorcery Point When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet. Empowered Spell Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. Extended Spell Cost: 1 Sorcery Point When you cast a spell that has a duration of 1 minute or longer, you can…

warlock
type: CharacterClass
name: Warlock
slug: warlock
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.28
  heading: Warlock
  line start: 4465
  line end: 4969
core traits:
  name: Primary Ability
  value: Charisma
core traits:
  name: Hit Point Die
  value: D8 per Warlock level
core traits:
  name: Saving Throw Proficiencies
  value: Wisdom and Charisma
core traits:
  name: Skill Proficiencies
  value: Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
core traits:
  name: Weapon Proficiencies
  value: Simple weapons
core traits:
  name: Armor Training
  value: Light armor
core traits:
  name: Starting Equipment
  value: Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP
spell list: 3-29-warlock-spell-list
subclasses: fiend-patron
features:
  level: 1
  name: Eldritch Invocations
  rules text: You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section later in this class’s description. Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5. Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have. When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table. You can't pick the same invocation more than once unless its description says otherwise.
  source locator:
    chapter: Classes
    section: 3.28
    heading: Level 1: Eldritch Invocations
    line start: 4519
    line end: 4531
features:
  level: 1
  name: Pact Magic
  rules text: Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows - its identity unclear - but its boon to you is concrete: the ability to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s description. Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice. When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table. Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest. For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Charm Person, you must spend one of those slots, and you cast it as a level 3 spell. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended. The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3. If another Warlock fea…
  source locator:
    chapter: Classes
    section: 3.28
    heading: Level 1: Pact Magic
    line start: 4533
    line end: 4557
features:
  level: 2
  name: Magical Cunning
  rules text: You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest.
  source locator:
    chapter: Classes
    section: 3.28
    heading: Level 2: Magical Cunning
    line start: 4559
    line end: 4561
features:
  level: 3
  name: Warlock Subclass
  rules text: You gain a Warlock subclass of your choice. The Fiend Patron subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower.
  source locator:
    chapter: Classes
    section: 3.28
    heading: Level 3: Warlock Subclass
    line start: 4563
    line end: 4565
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.
  source locator:
    chapter: Classes
    section: 3.28
    heading: Level 4: Ability Score Improvement
    line start: 4567
    line end: 4569
features:
  level: 9
  name: Contact Patron
  rules text: In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw. Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.
  source locator:
    chapter: Classes
    section: 3.28
    heading: Level 9: Contact Patron
    line start: 4571
    line end: 4575
features:
  level: 11
  name: Mystic Arcanum
  rules text: Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum. You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest. Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.
  source locator:
    chapter: Classes
    section: 3.28
    heading: Level 11: Mystic Arcanum
    line start: 4577
    line end: 4585
features:
  level: 19
  name: Epic Boon
  rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Fate is recommended.
  source locator:
    chapter: Classes
    section: 3.28
    heading: Level 19: Epic Boon
    line start: 4587
    line end: 4589
features:
  level: 20
  name: Eldritch Master
  rules text: When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.
  source locator:
    chapter: Classes
    section: 3.28
    heading: Level 20: Eldritch Master
    line start: 4591
    line end: 4593
related tables: 3-28-warlock-features
rules text: Core Warlock Traits Becoming a Warlock ... As a Level 1 Character - Gain all the traits in the Core Warlock Traits table. - Gain the Warlock's level 1 features, which are listed in the Warlock Features table. As a Multiclass Character - Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor. - Gain the Warlock's level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Warlock Class Features As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table. Warlock Features Eldritch Invocation Options Eldritch Invocation options appear in alphabetical order. Agonizing Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a spell slot. Devil's Sight Prerequisite: Level 2+ Warlock You can see normally in Dim Light and Darkness - both magical and nonmagical - within 120 feet of yourself. Devouring Blade Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one. Eldritch Mind You have Advantage on Constitution saving throws that you make to maintain Concentration. Eldritch Smite Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per …

wizard
type: CharacterClass
name: Wizard
slug: wizard
source: srd-5-2-1
source locator:
  chapter: Classes
  section: 3.31
  heading: Wizard
  line start: 4971
  line end: 5417
core traits:
  name: Primary Ability
  value: Intelligence
core traits:
  name: Hit Point Die
  value: D6 per Wizard level
core traits:
  name: Saving Throw Proficiencies
  value: Intelligence and Wisdom
core traits:
  name: Skill Proficiencies
  value: Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion
core traits:
  name: Weapon Proficiencies
  value: Simple weapons
core traits:
  name: Armor Training
  value: None
core traits:
  name: Starting Equipment
  value: Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP
spell list: 3-32-wizard-spell-list
subclasses: evoker
features:
  level: 1
  name: Spellcasting
  rules text: As a student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly. Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots. The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features…
  source locator:
    chapter: Classes
    section: 3.31
    heading: Level 1: Spellcasting
    line start: 5026
    line end: 5052
features:
  level: 1
  name: Ritual Adept
  rules text: You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.
  source locator:
    chapter: Classes
    section: 3.31
    heading: Level 1: Ritual Adept
    line start: 5054
    line end: 5058
features:
  level: 1
  name: Arcane Recovery
  rules text: You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can't do so again until you finish a Long Rest.
  source locator:
    chapter: Classes
    section: 3.31
    heading: Level 1: Arcane Recovery
    line start: 5060
    line end: 5064
features:
  level: 2
  name: Scholar
  rules text: While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.
  source locator:
    chapter: Classes
    section: 3.31
    heading: Level 2: Scholar
    line start: 5066
    line end: 5068
features:
  level: 3
  name: Wizard Subclass
  rules text: You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest
  source locator:
    chapter: Classes
    section: 3.31
    heading: Level 3: Wizard Subclass
    line start: 5070
    line end: 5072
features:
  level: 4
  name: Ability Score Improvement
  rules text: You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.
  source locator:
    chapter: Classes
    section: 3.31
    heading: Level 4: Ability Score Improvement
    line start: 5086
    line end: 5088
features:
  level: 5
  name: Memorize Spell
  rules text: Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.
  source locator:
    chapter: Classes
    section: 3.31
    heading: Level 5: Memorize Spell
    line start: 5090
    line end: 5092
features:
  level: 18
  name: Spell Mastery
  rules text: You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot. Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.
  source locator:
    chapter: Classes
    section: 3.31
    heading: Level 18: Spell Mastery
    line start: 5094
    line end: 5098
features:
  level: 19
  name: Epic Boon
  rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
  source locator:
    chapter: Classes
    section: 3.31
    heading: Level 19: Epic Boon
    line start: 5100
    line end: 5102
features:
  level: 20
  name: Signature Spells
  rules text: Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.
  source locator:
    chapter: Classes
    section: 3.31
    heading: Level 20: Signature Spells
    line start: 5104
    line end: 5106
related tables: 3-31-wizard-features
rules text: Core Wizard Traits Becoming a Wizard ... As a Level 1 Character - Gain all the traits in the Core Wizard Traits table. - Gain the Wizard's level 1 features, which are listed in the Wizard Features table. As a Multiclass Character - Gain the Hit Point Die from the Core Wizard Traits table. - Gain the Wizard's level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Wizard Class Features As a Wizard, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table. Wizard Features EXPANDING AND REPLACING A SPELLBOOK The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook. Copying a Spell into the Book. When you find a level I+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook. Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook. of your career, you gain each of your subclass's features that are of your Wizard level or lower.

blinded
type: Condition
name: Blinded
slug: blinded
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.18
  heading: Blinded [Condition]
  line start: 12869
  line end: 12875
rules text: While you have the Blinded condition, you experience the following effects. Can't See. You can't see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.

charmed
type: Condition
name: Charmed
slug: charmed
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.31
  heading: Charmed [Condition]
  line start: 12965
  line end: 12971
rules text: While you have the Charmed condition, you experience the following effects. Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effects. Social Advantage. The charmer has Advantage on any ability check to interact with you socially.

deafened
type: Condition
name: Deafened
slug: deafened
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.54
  heading: Deafened [Condition]
  line start: 13118
  line end: 13122
rules text: While you have the Deafened condition, you experience the following effect. Can't Hear. You can't hear and automatically fail any ability check that requires hearing.

exhaustion
type: Condition
name: Exhaustion
slug: exhaustion
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.66
  heading: Exhaustion [Condition]
  line start: 13191
  line end: 13201
rules text: While you have the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.

frightened
type: Condition
name: Frightened
slug: frightened
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.73
  heading: Frightened [Condition]
  line start: 13233
  line end: 13239
rules text: While you have the Frightened condition, you experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. Can't Approach. You can't willingly move closer to the source of fear.

grappled
type: Condition
name: Grappled
slug: grappled
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.74
  heading: Grappled [Condition]
  line start: 13241
  line end: 13249
rules text: While you have the Grappled condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.

incapacitated
type: Condition
name: Incapacitated
slug: incapacitated
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.90
  heading: Incapacitated [Condition]
  line start: 13341
  line end: 13351
rules text: While you have the Incapacitated condition, you experience the following effects. Inactive. You can't take any action, Bonus Action, or Reaction. No Concentration. Your Concentration is broken. Speechless. You can't speak. Surprised. If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll.

invisible
type: Condition
name: Invisible
slug: invisible
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.94
  heading: Invisible [Condition]
  line start: 13383
  line end: 13391
rules text: While you have the Invisible condition, you experience the following effects. Surprise. If you're Invisible when you roll Initiative, you have Advantage on the roll. Concealed. You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature.

paralyzed
type: Condition
name: Paralyzed
slug: paralyzed
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.109
  heading: Paralyzed [Condition]
  line start: 13494
  line end: 13506
rules text: While you have the Paralyzed condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.

petrified
type: Condition
name: Petrified
slug: petrified
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.112
  heading: Petrified [Condition]
  line start: 13518
  line end: 13534
rules text: While you have the Petrified condition, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition.

poisoned
type: Condition
name: Poisoned
slug: poisoned
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.114
  heading: Poisoned [Condition]
  line start: 13540
  line end: 13544
rules text: While you have the Poisoned condition, you experience the following effect. Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks.

prone
type: Condition
name: Prone
slug: prone
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.117
  heading: Prone [Condition]
  line start: 13554
  line end: 13560
rules text: While you have the Prone condition, you experience the following effects. Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.

restrained
type: Condition
name: Restrained
slug: restrained
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.122
  heading: Restrained [Condition]
  line start: 13584
  line end: 13592
rules text: While you have the Restrained condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. Saving Throws Affected. You have Disadvantage on Dexterity saving throws.

stunned
type: Condition
name: Stunned
slug: stunned
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.141
  heading: Stunned [Condition]
  line start: 13747
  line end: 13755
rules text: While you have the Stunned condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage.

unconscious
type: Condition
name: Unconscious
slug: unconscious
source: srd-5-2-1
source locator:
  chapter: Rules Glossary
  section: 8.153
  heading: Unconscious [Condition]
  line start: 13831
  line end: 13845
rules text: While you have the Unconscious condition, you experience the following effects. Inert. You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you. Unaware. You're unaware of your surroundings.

acid
type: Equipment
name: Acid
slug: acid
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 1 lb.
cost:
  text: 25 GP
  currency: GP
  amount: 25

alchemists-fire
type: Equipment
name: Alchemist’s Fire
slug: alchemists-fire
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 1 lb.
cost:
  text: 50 GP
  currency: GP
  amount: 50

ammunition
type: Equipment
name: Ammunition
slug: ammunition
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: Varies

antitoxin
type: Equipment
name: Antitoxin
slug: antitoxin
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
cost:
  text: 50 GP
  currency: GP
  amount: 50

arcane-focus
type: Equipment
name: Arcane Focus
slug: arcane-focus
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: Varies

backpack
type: Equipment
name: Backpack
slug: backpack
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 5 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

ball-bearings
type: Equipment
name: Ball Bearings
slug: ball-bearings
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 2 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

barrel
type: Equipment
name: Barrel
slug: barrel
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 70 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

basket
type: Equipment
name: Basket
slug: basket
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 2 lb.
cost:
  text: 4 SP
  currency: SP
  amount: 4

battleaxe
type: Equipment
name: Battleaxe
slug: battleaxe
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d8 Slashing
damage type: Slashing
damage roll:
  expression: 1d8
  count: 1
  sides: 8
properties: Versatile (1d10)
mastery: Topple
weight: 4 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

bedroll
type: Equipment
name: Bedroll
slug: bedroll
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 7 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

bell
type: Equipment
name: Bell
slug: bell
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
cost:
  text: 1 GP
  currency: GP
  amount: 1

blanket
type: Equipment
name: Blanket
slug: blanket
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 3 lb.
cost:
  text: 5 SP
  currency: SP
  amount: 5

block-and-tackle
type: Equipment
name: Block and Tackle
slug: block-and-tackle
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 5 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

blowgun
type: Equipment
name: Blowgun
slug: blowgun
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Ranged
damage: 1 Piercing
damage type: Piercing
properties: Ammunition (Range 25/100; Needle)
properties: Loading
mastery: Vex
weight: 1 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

book
type: Equipment
name: Book
slug: book
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 5 lb.
cost:
  text: 25 GP
  currency: GP
  amount: 25

bottle-glass
type: Equipment
name: Bottle, Glass
slug: bottle-glass
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 2 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

breastplate
type: Equipment
name: Breastplate
slug: breastplate
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Medium
don doff time: 5 Minutes to Don and 1 Minute to Doff
armor class: 14 + Dex modifier (max 2)
weight: 20 lb.
cost:
  text: 400 GP
  currency: GP
  amount: 400

bucket
type: Equipment
name: Bucket
slug: bucket
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 2 lb.
cost:
  text: 5 CP
  currency: CP
  amount: 5

burglars-pack
type: Equipment
name: Burglar’s Pack
slug: burglars-pack
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 42 lb.
cost:
  text: 16 GP
  currency: GP
  amount: 16

caltrops
type: Equipment
name: Caltrops
slug: caltrops
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 2 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

candle
type: Equipment
name: Candle
slug: candle
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
cost:
  text: 1 CP
  currency: CP
  amount: 1

case-crossbow-bolt
type: Equipment
name: Case, Crossbow Bolt
slug: case-crossbow-bolt
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 1 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

case-map-or-scroll
type: Equipment
name: Case, Map or Scroll
slug: case-map-or-scroll
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 1 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

chain
type: Equipment
name: Chain
slug: chain
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 10 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

chain-mail
type: Equipment
name: Chain Mail
slug: chain-mail
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Heavy
don doff time: 10 Minutes to Don and 5 Minutes to Doff
armor class: 16
strength requirement: Str 13
stealth effect: Disadvantage
weight: 55 lb.
cost:
  text: 75 GP
  currency: GP
  amount: 75

chain-shirt
type: Equipment
name: Chain Shirt
slug: chain-shirt
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Medium
don doff time: 5 Minutes to Don and 1 Minute to Doff
armor class: 13 + Dex modifier (max 2)
weight: 20 lb.
cost:
  text: 50 GP
  currency: GP
  amount: 50

chest
type: Equipment
name: Chest
slug: chest
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 25 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

climbers-kit
type: Equipment
name: Climber’s Kit
slug: climbers-kit
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 12 lb.
cost:
  text: 25 GP
  currency: GP
  amount: 25

clothes-fine
type: Equipment
name: Clothes, Fine
slug: clothes-fine
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 6 lb.
cost:
  text: 15 GP
  currency: GP
  amount: 15

clothes-travelers
type: Equipment
name: Clothes, Traveler’s
slug: clothes-travelers
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 4 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

club
type: Equipment
name: Club
slug: club
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Melee
damage: 1d4 Bludgeoning
damage type: Bludgeoning
damage roll:
  expression: 1d4
  count: 1
  sides: 4
properties: Light
mastery: Slow
weight: 2 lb.
cost:
  text: 1 SP
  currency: SP
  amount: 1

component-pouch
type: Equipment
name: Component Pouch
slug: component-pouch
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 2 lb.
cost:
  text: 25 GP
  currency: GP
  amount: 25

costume
type: Equipment
name: Costume
slug: costume
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 4 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

crowbar
type: Equipment
name: Crowbar
slug: crowbar
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 5 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

dagger
type: Equipment
name: Dagger
slug: dagger
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Melee
damage: 1d4 Piercing
damage type: Piercing
damage roll:
  expression: 1d4
  count: 1
  sides: 4
properties: Finesse
properties: Light
properties: Thrown (Range 20/60)
mastery: Nick
weight: 1 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

dart
type: Equipment
name: Dart
slug: dart
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Ranged
damage: 1d4 Piercing
damage type: Piercing
damage roll:
  expression: 1d4
  count: 1
  sides: 4
properties: Finesse
properties: Thrown (Range 20/60)
mastery: Vex
weight: 1/4 lb.
cost:
  text: 5 CP
  currency: CP
  amount: 5

diplomats-pack
type: Equipment
name: Diplomat’s Pack
slug: diplomats-pack
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 39 lb.
cost:
  text: 39 GP
  currency: GP
  amount: 39

druidic-focus
type: Equipment
name: Druidic Focus
slug: druidic-focus
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: Varies

dungeoneers-pack
type: Equipment
name: Dungeoneer’s Pack
slug: dungeoneers-pack
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 55 lb.
cost:
  text: 12 GP
  currency: GP
  amount: 12

entertainers-pack
type: Equipment
name: Entertainer’s Pack
slug: entertainers-pack
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 58 1/2 lb.
cost:
  text: 40 GP
  currency: GP
  amount: 40

explorers-pack
type: Equipment
name: Explorer’s Pack
slug: explorers-pack
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 55 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

flail
type: Equipment
name: Flail
slug: flail
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d8 Bludgeoning
damage type: Bludgeoning
damage roll:
  expression: 1d8
  count: 1
  sides: 8
mastery: Sap
weight: 2 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

flask
type: Equipment
name: Flask
slug: flask
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 1 lb.
cost:
  text: 2 CP
  currency: CP
  amount: 2

glaive
type: Equipment
name: Glaive
slug: glaive
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d10 Slashing
damage type: Slashing
damage roll:
  expression: 1d10
  count: 1
  sides: 10
properties: Heavy
properties: Reach
properties: Two-Handed
mastery: Graze
weight: 6 lb.
cost:
  text: 20 GP
  currency: GP
  amount: 20

grappling-hook
type: Equipment
name: Grappling Hook
slug: grappling-hook
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 4 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

greataxe
type: Equipment
name: Greataxe
slug: greataxe
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d12 Slashing
damage type: Slashing
damage roll:
  expression: 1d12
  count: 1
  sides: 12
properties: Heavy
properties: Two-Handed
mastery: Cleave
weight: 7 lb.
cost:
  text: 30 GP
  currency: GP
  amount: 30

greatclub
type: Equipment
name: Greatclub
slug: greatclub
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Melee
damage: 1d8 Bludgeoning
damage type: Bludgeoning
damage roll:
  expression: 1d8
  count: 1
  sides: 8
properties: Two-Handed
mastery: Push
weight: 10 lb.
cost:
  text: 2 SP
  currency: SP
  amount: 2

greatsword
type: Equipment
name: Greatsword
slug: greatsword
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 2d6 Slashing
damage type: Slashing
damage roll:
  expression: 2d6
  count: 2
  sides: 6
properties: Heavy
properties: Two-Handed
mastery: Graze
weight: 6 lb.
cost:
  text: 50 GP
  currency: GP
  amount: 50

halberd
type: Equipment
name: Halberd
slug: halberd
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d10 Slashing
damage type: Slashing
damage roll:
  expression: 1d10
  count: 1
  sides: 10
properties: Heavy
properties: Reach
properties: Two-Handed
mastery: Cleave
weight: 6 lb.
cost:
  text: 20 GP
  currency: GP
  amount: 20

half-plate-armor
type: Equipment
name: Half Plate Armor
slug: half-plate-armor
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Medium
don doff time: 5 Minutes to Don and 1 Minute to Doff
armor class: 15 + Dex modifier (max 2)
stealth effect: Disadvantage
weight: 40 lb.
cost:
  text: 750 GP
  currency: GP
  amount: 750

hand-crossbow
type: Equipment
name: Hand Crossbow
slug: hand-crossbow
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Ranged
damage: 1d6 Piercing
damage type: Piercing
damage roll:
  expression: 1d6
  count: 1
  sides: 6
properties: Ammunition (Range 30/120; Bolt)
properties: Light
properties: Loading
mastery: Vex
weight: 3 lb.
cost:
  text: 75 GP
  currency: GP
  amount: 75

handaxe
type: Equipment
name: Handaxe
slug: handaxe
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Melee
damage: 1d6 Slashing
damage type: Slashing
damage roll:
  expression: 1d6
  count: 1
  sides: 6
properties: Light
properties: Thrown (Range 20/60)
mastery: Vex
weight: 2 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

healers-kit
type: Equipment
name: Healer’s Kit
slug: healers-kit
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 3 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

heavy-crossbow
type: Equipment
name: Heavy Crossbow
slug: heavy-crossbow
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Ranged
damage: 1d10 Piercing
damage type: Piercing
damage roll:
  expression: 1d10
  count: 1
  sides: 10
properties: Ammunition (Range 100/400; Bolt)
properties: Heavy
properties: Loading
properties: Two-Handed
mastery: Push
weight: 18 lb.
cost:
  text: 50 GP
  currency: GP
  amount: 50

hide-armor
type: Equipment
name: Hide Armor
slug: hide-armor
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Medium
don doff time: 5 Minutes to Don and 1 Minute to Doff
armor class: 12 + Dex modifier (max 2)
weight: 12 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

holy-symbol
type: Equipment
name: Holy Symbol
slug: holy-symbol
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: Varies

holy-water
type: Equipment
name: Holy Water
slug: holy-water
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 1 lb.
cost:
  text: 25 GP
  currency: GP
  amount: 25

hunting-trap
type: Equipment
name: Hunting Trap
slug: hunting-trap
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
weight: 25 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

ink
type: Equipment
name: Ink
slug: ink
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6418
  line end: 6460
equipment type: gear
from table: 6-64-adventuring-gear
cost:
  text: 10 GP
  currency: GP
  amount: 10

ink-pen
type: Equipment
name: Ink Pen
slug: ink-pen
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 2 CP
  currency: CP
  amount: 2

javelin
type: Equipment
name: Javelin
slug: javelin
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Melee
damage: 1d6 Piercing
damage type: Piercing
damage roll:
  expression: 1d6
  count: 1
  sides: 6
properties: Thrown (Range 30/120)
mastery: Slow
weight: 2 lb.
cost:
  text: 5 SP
  currency: SP
  amount: 5

jug
type: Equipment
name: Jug
slug: jug
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 4 lb.
cost:
  text: 2 CP
  currency: CP
  amount: 2

ladder
type: Equipment
name: Ladder
slug: ladder
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 25 lb.
cost:
  text: 1 SP
  currency: SP
  amount: 1

lamp
type: Equipment
name: Lamp
slug: lamp
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 1 lb.
cost:
  text: 5 SP
  currency: SP
  amount: 5

lance
type: Equipment
name: Lance
slug: lance
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d10 Piercing
damage type: Piercing
damage roll:
  expression: 1d10
  count: 1
  sides: 10
properties: Heavy
properties: Reach
properties: Two-Handed (unless mounted)
mastery: Topple
weight: 6 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

lantern-bullseye
type: Equipment
name: Lantern, Bullseye
slug: lantern-bullseye
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 2 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

lantern-hooded
type: Equipment
name: Lantern, Hooded
slug: lantern-hooded
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 2 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

leather-armor
type: Equipment
name: Leather Armor
slug: leather-armor
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Light
don doff time: 1 Minute to Don or Doff
armor class: 11 + Dex modifier
weight: 10 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

light-crossbow
type: Equipment
name: Light Crossbow
slug: light-crossbow
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Ranged
damage: 1d8 Piercing
damage type: Piercing
damage roll:
  expression: 1d8
  count: 1
  sides: 8
properties: Ammunition (Range 80/320; Bolt)
properties: Loading
properties: Two-Handed
mastery: Slow
weight: 5 lb.
cost:
  text: 25 GP
  currency: GP
  amount: 25

light-hammer
type: Equipment
name: Light Hammer
slug: light-hammer
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Melee
damage: 1d4 Bludgeoning
damage type: Bludgeoning
damage roll:
  expression: 1d4
  count: 1
  sides: 4
properties: Light
properties: Thrown (Range 20/60)
mastery: Nick
weight: 2 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

lock
type: Equipment
name: Lock
slug: lock
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 1 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

longbow
type: Equipment
name: Longbow
slug: longbow
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Ranged
damage: 1d8 Piercing
damage type: Piercing
damage roll:
  expression: 1d8
  count: 1
  sides: 8
properties: Ammunition (Range 150/600; Arrow)
properties: Heavy
properties: Two-Handed
mastery: Slow
weight: 2 lb.
cost:
  text: 50 GP
  currency: GP
  amount: 50

longsword
type: Equipment
name: Longsword
slug: longsword
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d8 Slashing
damage type: Slashing
damage roll:
  expression: 1d8
  count: 1
  sides: 8
properties: Versatile (1d10)
mastery: Sap
weight: 3 lb.
cost:
  text: 15 GP
  currency: GP
  amount: 15

mace
type: Equipment
name: Mace
slug: mace
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Melee
damage: 1d6 Bludgeoning
damage type: Bludgeoning
damage roll:
  expression: 1d6
  count: 1
  sides: 6
mastery: Sap
weight: 4 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

magnifying-glass
type: Equipment
name: Magnifying Glass
slug: magnifying-glass
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 100 GP
  currency: GP
  amount: 100

manacles
type: Equipment
name: Manacles
slug: manacles
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 6 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

map
type: Equipment
name: Map
slug: map
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 1 GP
  currency: GP
  amount: 1

maul
type: Equipment
name: Maul
slug: maul
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 2d6 Bludgeoning
damage type: Bludgeoning
damage roll:
  expression: 2d6
  count: 2
  sides: 6
properties: Heavy
properties: Two-Handed
mastery: Topple
weight: 10 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

mirror
type: Equipment
name: Mirror
slug: mirror
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 1/2 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

morningstar
type: Equipment
name: Morningstar
slug: morningstar
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d8 Piercing
damage type: Piercing
damage roll:
  expression: 1d8
  count: 1
  sides: 8
mastery: Sap
weight: 4 lb.
cost:
  text: 15 GP
  currency: GP
  amount: 15

musket
type: Equipment
name: Musket
slug: musket
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Ranged
damage: 1d12 Piercing
damage type: Piercing
damage roll:
  expression: 1d12
  count: 1
  sides: 12
properties: Ammunition (Range 40/120; Bullet)
properties: Loading
properties: Two-Handed
mastery: Slow
weight: 10 lb.
cost:
  text: 500 GP
  currency: GP
  amount: 500

net
type: Equipment
name: Net
slug: net
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 3 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

oil
type: Equipment
name: Oil
slug: oil
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 1 lb.
cost:
  text: 1 SP
  currency: SP
  amount: 1

padded-armor
type: Equipment
name: Padded Armor
slug: padded-armor
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Light
don doff time: 1 Minute to Don or Doff
armor class: 11 + Dex modifier
stealth effect: Disadvantage
weight: 8 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

paper
type: Equipment
name: Paper
slug: paper
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 2 SP
  currency: SP
  amount: 2

parchment
type: Equipment
name: Parchment
slug: parchment
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 1 SP
  currency: SP
  amount: 1

perfume
type: Equipment
name: Perfume
slug: perfume
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 5 GP
  currency: GP
  amount: 5

pike
type: Equipment
name: Pike
slug: pike
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d10 Piercing
damage type: Piercing
damage roll:
  expression: 1d10
  count: 1
  sides: 10
properties: Heavy
properties: Reach
properties: Two-Handed
mastery: Push
weight: 18 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

pistol
type: Equipment
name: Pistol
slug: pistol
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Ranged
damage: 1d10 Piercing
damage type: Piercing
damage roll:
  expression: 1d10
  count: 1
  sides: 10
properties: Ammunition (Range 30/90; Bullet)
properties: Loading
mastery: Vex
weight: 3 lb.
cost:
  text: 250 GP
  currency: GP
  amount: 250

plate-armor
type: Equipment
name: Plate Armor
slug: plate-armor
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Heavy
don doff time: 10 Minutes to Don and 5 Minutes to Doff
armor class: 18
strength requirement: Str 15
stealth effect: Disadvantage
weight: 65 lb.
cost:
  text: 1,500 GP
  currency: GP
  amount: 1500

poison-basic
type: Equipment
name: Poison, Basic
slug: poison-basic
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 100 GP
  currency: GP
  amount: 100

pole
type: Equipment
name: Pole
slug: pole
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 7 lb.
cost:
  text: 5 CP
  currency: CP
  amount: 5

pot-iron
type: Equipment
name: Pot, Iron
slug: pot-iron
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 10 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

potion-of-healing
type: Equipment
name: Potion of Healing
slug: potion-of-healing
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 1/2 lb.
cost:
  text: 50 GP
  currency: GP
  amount: 50

pouch
type: Equipment
name: Pouch
slug: pouch
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 1 lb.
cost:
  text: 5 SP
  currency: SP
  amount: 5

priests-pack
type: Equipment
name: Priest’s Pack
slug: priests-pack
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 29 lb.
cost:
  text: 33 GP
  currency: GP
  amount: 33

quarterstaff
type: Equipment
name: Quarterstaff
slug: quarterstaff
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Melee
damage: 1d6 Bludgeoning
damage type: Bludgeoning
damage roll:
  expression: 1d6
  count: 1
  sides: 6
properties: Versatile (1d8)
mastery: Topple
weight: 4 lb.
cost:
  text: 2 SP
  currency: SP
  amount: 2

quiver
type: Equipment
name: Quiver
slug: quiver
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 1 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

ram-portable
type: Equipment
name: Ram, Portable
slug: ram-portable
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 35 lb.
cost:
  text: 4 GP
  currency: GP
  amount: 4

rapier
type: Equipment
name: Rapier
slug: rapier
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d8 Piercing
damage type: Piercing
damage roll:
  expression: 1d8
  count: 1
  sides: 8
properties: Finesse
mastery: Vex
weight: 2 lb.
cost:
  text: 25 GP
  currency: GP
  amount: 25

rations
type: Equipment
name: Rations
slug: rations
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 2 lb.
cost:
  text: 5 SP
  currency: SP
  amount: 5

ring-mail
type: Equipment
name: Ring Mail
slug: ring-mail
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Heavy
don doff time: 10 Minutes to Don and 5 Minutes to Doff
armor class: 14
stealth effect: Disadvantage
weight: 40 lb.
cost:
  text: 30 GP
  currency: GP
  amount: 30

robe
type: Equipment
name: Robe
slug: robe
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 4 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

rope
type: Equipment
name: Rope
slug: rope
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 5 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

sack
type: Equipment
name: Sack
slug: sack
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 1/2 lb.
cost:
  text: 1 CP
  currency: CP
  amount: 1

scale-mail
type: Equipment
name: Scale Mail
slug: scale-mail
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Medium
don doff time: 5 Minutes to Don and 1 Minute to Doff
armor class: 14 + Dex modifier (max 2)
stealth effect: Disadvantage
weight: 45 lb.
cost:
  text: 50 GP
  currency: GP
  amount: 50

scholars-pack
type: Equipment
name: Scholar’s Pack
slug: scholars-pack
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 22 lb.
cost:
  text: 40 GP
  currency: GP
  amount: 40

scimitar
type: Equipment
name: Scimitar
slug: scimitar
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d6 Slashing
damage type: Slashing
damage roll:
  expression: 1d6
  count: 1
  sides: 6
properties: Finesse
properties: Light
mastery: Nick
weight: 3 lb.
cost:
  text: 25 GP
  currency: GP
  amount: 25

shield
type: Equipment
name: Shield
slug: shield
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Shield
don doff time: Utilize Action to Don or Doff
armor class: +2
weight: 6 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

shortbow
type: Equipment
name: Shortbow
slug: shortbow
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Ranged
damage: 1d6 Piercing
damage type: Piercing
damage roll:
  expression: 1d6
  count: 1
  sides: 6
properties: Ammunition (Range 80/320; Arrow)
properties: Two-Handed
mastery: Vex
weight: 2 lb.
cost:
  text: 25 GP
  currency: GP
  amount: 25

shortsword
type: Equipment
name: Shortsword
slug: shortsword
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d6 Piercing
damage type: Piercing
damage roll:
  expression: 1d6
  count: 1
  sides: 6
properties: Finesse
properties: Light
mastery: Vex
weight: 2 lb.
cost:
  text: 10 GP
  currency: GP
  amount: 10

shovel
type: Equipment
name: Shovel
slug: shovel
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 5 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

sickle
type: Equipment
name: Sickle
slug: sickle
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Melee
damage: 1d4 Slashing
damage type: Slashing
damage roll:
  expression: 1d4
  count: 1
  sides: 4
properties: Light
mastery: Nick
weight: 2 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

signal-whistle
type: Equipment
name: Signal Whistle
slug: signal-whistle
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 5 CP
  currency: CP
  amount: 5

sling
type: Equipment
name: Sling
slug: sling
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Ranged
damage: 1d4 Bludgeoning
damage type: Bludgeoning
damage roll:
  expression: 1d4
  count: 1
  sides: 4
properties: Ammunition (Range 30/120; Bullet)
mastery: Slow
cost:
  text: 1 SP
  currency: SP
  amount: 1

spear
type: Equipment
name: Spear
slug: spear
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Simple
attack type: Melee
damage: 1d6 Piercing
damage type: Piercing
damage roll:
  expression: 1d6
  count: 1
  sides: 6
properties: Thrown (Range 20/60)
properties: Versatile (1d8)
mastery: Sap
weight: 3 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

spell-scroll-cantrip
type: Equipment
name: Spell Scroll (Cantrip)
slug: spell-scroll-cantrip
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 30 GP
  currency: GP
  amount: 30

spell-scroll-level-1
type: Equipment
name: Spell Scroll (Level 1)
slug: spell-scroll-level-1
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 50 GP
  currency: GP
  amount: 50

spikes-iron
type: Equipment
name: Spikes, Iron
slug: spikes-iron
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 5 lb.
cost:
  text: 1 GP
  currency: GP
  amount: 1

splint-armor
type: Equipment
name: Splint Armor
slug: splint-armor
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Heavy
don doff time: 10 Minutes to Don and 5 Minutes to Doff
armor class: 17
strength requirement: Str 15
stealth effect: Disadvantage
weight: 60 lb.
cost:
  text: 200 GP
  currency: GP
  amount: 200

spyglass
type: Equipment
name: Spyglass
slug: spyglass
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 1 lb.
cost:
  text: 1,000 GP
  currency: GP
  amount: 1000

string
type: Equipment
name: String
slug: string
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 1 SP
  currency: SP
  amount: 1

studded-leather-armor
type: Equipment
name: Studded Leather Armor
slug: studded-leather-armor
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.31
  heading: One at a Time
  line start: 6140
  line end: 6158
equipment type: armor
from table: 6-31-armor
armor category: Light
don doff time: 1 Minute to Don or Doff
armor class: 12 + Dex modifier
weight: 13 lb.
cost:
  text: 45 GP
  currency: GP
  amount: 45

tent
type: Equipment
name: Tent
slug: tent
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 20 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

tinderbox
type: Equipment
name: Tinderbox
slug: tinderbox
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 1 lb.
cost:
  text: 5 SP
  currency: SP
  amount: 5

torch
type: Equipment
name: Torch
slug: torch
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 1 lb.
cost:
  text: 1 CP
  currency: CP
  amount: 1

trident
type: Equipment
name: Trident
slug: trident
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d8 Piercing
damage type: Piercing
damage roll:
  expression: 1d8
  count: 1
  sides: 8
properties: Thrown (Range 20/60)
properties: Versatile (1d10)
mastery: Topple
weight: 4 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

vial
type: Equipment
name: Vial
slug: vial
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
cost:
  text: 1 GP
  currency: GP
  amount: 1

war-pick
type: Equipment
name: War Pick
slug: war-pick
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d8 Piercing
damage type: Piercing
damage roll:
  expression: 1d8
  count: 1
  sides: 8
properties: Versatile (1d10)
mastery: Sap
weight: 2 lb.
cost:
  text: 5 GP
  currency: GP
  amount: 5

warhammer
type: Equipment
name: Warhammer
slug: warhammer
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d8 Bludgeoning
damage type: Bludgeoning
damage roll:
  expression: 1d8
  count: 1
  sides: 8
properties: Versatile (1d10)
mastery: Push
weight: 5 lb.
cost:
  text: 15 GP
  currency: GP
  amount: 15

waterskin
type: Equipment
name: Waterskin
slug: waterskin
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.64
  heading: Ammunition (Varies)
  line start: 6462
  line end: 6504
equipment type: gear
from table: 6-64-adventuring-gear-2
weight: 5 lb. (full)
cost:
  text: 2 SP
  currency: SP
  amount: 2

whip
type: Equipment
name: Whip
slug: whip
source: srd-5-2-1
source locator:
  chapter: Equipment
  section: 6.26
  heading: Vex
  line start: 6065
  line end: 6108
equipment type: weapon
from table: 6-26-weapons
weapon category: Martial
attack type: Melee
damage: 1d4 Slashing
damage type: Slashing
damage roll:
  expression: 1d4
  count: 1
  sides: 4
properties: Finesse
properties: Reach
mastery: Slow
weight: 3 lb.
cost:
  text: 2 GP
  currency: GP
  amount: 2

ability-score-improvement
type: Feat
name: Ability Score Improvement
slug: ability-score-improvement
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.10
  heading: Ability Score Improvement
  line start: 5811
  line end: 5817
category: General
prerequisite: Level 4+
repeatable: true
rules text: General Feat (Prerequisite: Level 4+) Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't increase an ability score above 20. Repeatable. You can take this feat more than once.

alert
type: Feat
name: Alert
slug: alert
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.5
  heading: Alert
  line start: 5771
  line end: 5779
category: Origin
repeatable: false
rules text: Origin Feat You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.

archery
type: Feat
name: Archery
slug: archery
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.13
  heading: Archery
  line start: 5835
  line end: 5839
category: Fighting Style
prerequisite: Fighting Style Feature
repeatable: false
rules text: Fighting Style Feat (Prerequisite: Fighting Style Feature) You gain a +2 bonus to attack rolls you make with Ranged weapons.

boon-of-combat-prowess
type: Feat
name: Boon of Combat Prowess
slug: boon-of-combat-prowess
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.18
  heading: Boon of Combat Prowess
  line start: 5861
  line end: 5869
category: Epic Boon
prerequisite: Level 19+
repeatable: false
rules text: Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn.

boon-of-dimensional-travel
type: Feat
name: Boon of Dimensional Travel
slug: boon-of-dimensional-travel
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.19
  heading: Boon of Dimensional Travel
  line start: 5871
  line end: 5879
category: Epic Boon
prerequisite: Level 19+
repeatable: false
rules text: Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see.

boon-of-fate
type: Feat
name: Boon of Fate
slug: boon-of-fate
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.20
  heading: Boon of Fate
  line start: 5881
  line end: 5891
category: Epic Boon
prerequisite: Level 19+
repeatable: false
rules text: Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest.

boon-of-irresistible-offense
type: Feat
name: Boon of Irresistible Offense
slug: boon-of-irresistible-offense
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.21
  heading: Boon of Irresistible Offense
  line start: 5893
  line end: 5903
category: Epic Boon
prerequisite: Level 19+
repeatable: false
rules text: Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30. Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance. Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage's type is the same as the attack's type.

boon-of-spell-recall
type: Feat
name: Boon of Spell Recall
slug: boon-of-spell-recall
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.22
  heading: Boon of Spell Recall
  line start: 5905
  line end: 5913
category: Epic Boon
prerequisite: Level 19+, Spellcasting Feature
repeatable: false
rules text: Epic Boon Feat (Prerequisite: Level 19+, Spellcasting Feature) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30. Free Casting. Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended.

boon-of-the-night-spirit
type: Feat
name: Boon of the Night Spirit
slug: boon-of-the-night-spirit
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.23
  heading: Boon of the Night Spirit
  line start: 5915
  line end: 5925
category: Epic Boon
prerequisite: Level 19+
repeatable: false
rules text: Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction. Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.

boon-of-truesight
type: Feat
name: Boon of Truesight
slug: boon-of-truesight
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.24
  heading: Boon of Truesight
  line start: 5927
  line end: 5937
category: Epic Boon
prerequisite: Level 19+
repeatable: false
rules text: Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Truesight. You have Truesight with a range of 60 feet. ---

defense
type: Feat
name: Defense
slug: defense
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.14
  heading: Defense
  line start: 5841
  line end: 5845
category: Fighting Style
prerequisite: Fighting Style Feature
repeatable: false
rules text: Fighting Style Feat (Prerequisite: Fighting Style Feature) While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

grappler
type: Feat
name: Grappler
slug: grappler
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.11
  heading: Grappler
  line start: 5819
  line end: 5831
category: General
prerequisite: Level 4+, Strength or Dexterity 13+
repeatable: false
rules text: General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn. Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you. Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.

great-weapon-fighting
type: Feat
name: Great Weapon Fighting
slug: great-weapon-fighting
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.15
  heading: Great Weapon Fighting
  line start: 5847
  line end: 5851
category: Fighting Style
prerequisite: Fighting Style Feature
repeatable: false
rules text: Fighting Style Feat (Prerequisite: Fighting Style Feature) When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

magic-initiate
type: Feat
name: Magic Initiate
slug: magic-initiate
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.6
  heading: Magic Initiate
  line start: 5781
  line end: 5793
category: Origin
repeatable: true
rules text: Origin Feat You gain the following benefits. Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat). Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time.

savage-attacker
type: Feat
name: Savage Attacker
slug: savage-attacker
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.7
  heading: Savage Attacker
  line start: 5795
  line end: 5799
category: Origin
repeatable: false
rules text: Origin Feat You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.

skilled
type: Feat
name: Skilled
slug: skilled
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.8
  heading: Skilled
  line start: 5801
  line end: 5807
category: Origin
repeatable: true
rules text: Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once.

two-weapon-fighting
type: Feat
name: Two-Weapon Fighting
slug: two-weapon-fighting
source: srd-5-2-1
source locator:
  chapter: Feats
  section: 5.16
  heading: Two-Weapon Fighting
  line start: 5853
  line end: 5857
category: Fighting Style
prerequisite: Fighting Style Feature
repeatable: false
rules text: Fighting Style Feat (Prerequisite: Fighting Style Feature) When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.

adamantine-armor
type: MagicItem
name: Adamantine Armor
slug: adamantine-armor
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.37
  heading: Adamantine Armor
  line start: 14874
  line end: 14878
item category: Armor
category detail: Any Medium or Heavy, Except Hide Armor
rarity: Uncommon
requires attunement: false
rules text: Armor (Any Medium or Heavy, Except Hide Armor), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.

ammunition-1-2-or-3
type: MagicItem
name: Ammunition, +1, +2, or +3
slug: ammunition-1-2-or-3
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.38
  heading: Ammunition, +1, +2, or +3
  line start: 14880
  line end: 14886
item category: Weapon
category detail: Any Ammunition
rarities:
  rarity: Uncommon
  variant: +1
rarities:
  rarity: Rare
  variant: +2
rarities:
  rarity: Very Rare
  variant: +3
requires attunement: false
rules text: Weapon (Any Ammunition), Uncommon (+1), Rare (+2), or Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.

ammunition-of-slaying
type: MagicItem
name: Ammunition of Slaying
slug: ammunition-of-slaying
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.39
  heading: Ammunition of Slaying
  line start: 14888
  line end: 14904
item category: Weapon
category detail: Any Ammunition
rarity: Very Rare
requires attunement: false
related tables: 10-39-ammunition-of-slaying-table-1
rules text: Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.

amulet-of-health
type: MagicItem
name: Amulet of Health
slug: amulet-of-health
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.40
  heading: Amulet of Health
  line start: 14906
  line end: 14910
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

amulet-of-proof-against-detection-and-location
type: MagicItem
name: Amulet of Proof against Detection and Location
slug: amulet-of-proof-against-detection-and-location
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.41
  heading: Amulet of Proof against Detection and Location
  line start: 14912
  line end: 14916
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.

amulet-of-the-planes
type: MagicItem
name: Amulet of the Planes
slug: amulet-of-the-planes
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.42
  heading: Amulet of the Planes
  line start: 14918
  line end: 14930
item category: Wondrous Item
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
related tables: 10-42-amulet-of-the-planes-table-1
rules text: Wondrous Item, Very Rare (Requires Attunement) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table.

animated-shield
type: MagicItem
name: Animated Shield
slug: animated-shield
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.43
  heading: Animated Shield
  line start: 14932
  line end: 14936
item category: Armor
category detail: Shield
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

apparatus-of-the-crab
type: MagicItem
name: Apparatus of the Crab
slug: apparatus-of-the-crab
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.44
  heading: Apparatus of the Crab
  line start: 14938
  line end: 14965
item category: Wondrous Item
rarity: Legendary
requires attunement: false
related tables: 10-44-apparatus-of-the-crab-levers
rules text: Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers

armor-1-2-or-3
type: MagicItem
name: Armor, +1, +2, or +3
slug: armor-1-2-or-3
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.45
  heading: Armor, +1, +2, or +3
  line start: 14967
  line end: 14971
item category: Armor
category detail: Any Light, Medium, or Heavy
rarities:
  rarity: Rare
  variant: +1
rarities:
  rarity: Very Rare
  variant: +2
rarities:
  rarity: Legendary
  variant: +3
requires attunement: false
rules text: Armor (Any Light, Medium, or Heavy), Rare (+1), Very Rare (+2), or Legendary (+3) You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity.

armor-of-invulnerability
type: MagicItem
name: Armor of Invulnerability
slug: armor-of-invulnerability
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.46
  heading: Armor of Invulnerability
  line start: 14973
  line end: 14979
item category: Armor
category detail: Plate Armor
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Armor (Plate Armor), Legendary (Requires Attunement) You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn.

armor-of-resistance
type: MagicItem
name: Armor of Resistance
slug: armor-of-resistance
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.47
  heading: Armor of Resistance
  line start: 14981
  line end: 14993
item category: Armor
category detail: Any Light, Medium, or Heavy
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
related tables: 10-47-armor-of-resistance-table-1
rules text: Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement) You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.

armor-of-vulnerability
type: MagicItem
name: Armor of Vulnerability
slug: armor-of-vulnerability
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.48
  heading: Armor of Vulnerability
  line start: 14995
  line end: 15001
item category: Armor
category detail: Any Light, Medium, or Heavy
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement) While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance).

arrow-catching-shield
type: MagicItem
name: Arrow-Catching Shield
slug: arrow-catching-shield
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.49
  heading: Arrow-Catching Shield
  line start: 15003
  line end: 15009
item category: Armor
category detail: Shield
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Armor (Shield), Rare (Requires Attunement) You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.

bag-of-beans
type: MagicItem
name: Bag of Beans
slug: bag-of-beans
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.50
  heading: Bag of Beans
  line start: 15011
  line end: 15034
item category: Wondrous Item
rarity: Rare
requires attunement: false
related tables: 10-50-bag-of-beans-table-1
rules text: Wondrous Item, Rare This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a non-magical item when it no longer contains any beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or determine it randomly.

bag-of-devouring
type: MagicItem
name: Bag of Devouring
slug: bag-of-devouring
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.51
  heading: Bag of Devouring
  line start: 15036
  line end: 15046
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
rules text: Wondrous Item, Very Rare This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

bag-of-holding
type: MagicItem
name: Bag of Holding
slug: bag-of-holding
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.52
  heading: Bag of Holding
  line start: 15048
  line end: 15056
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.

bag-of-tricks
type: MagicItem
name: Bag of Tricks
slug: bag-of-tricks
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.53
  heading: Bag of Tricks
  line start: 15058
  line end: 15095
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
related tables: 10-53-gray-bag-of-tricks
related tables: 10-53-rust-bag-of-tricks
related tables: 10-53-tan-bag-of-tricks
rules text: Wondrous Item, Uncommon This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See “Monsters” for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag of Tricks Rust Bag of Tricks Tan Bag of Tricks

bead-of-force
type: MagicItem
name: Bead of Force
slug: bead-of-force
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.54
  heading: Bead of Force
  line start: 15097
  line end: 15107
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

bead-of-nourishment
type: MagicItem
name: Bead of Nourishment
slug: bead-of-nourishment
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.55
  heading: Bead of Nourishment
  line start: 15109
  line end: 15113
item category: Wondrous Item
rarity: Common
requires attunement: false
rules text: Wondrous Item, Common This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.

belt-of-dwarvenkind
type: MagicItem
name: Belt of Dwarvenkind
slug: belt-of-dwarvenkind
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.56
  heading: Belt of Dwarvenkind
  line start: 15115
  line end: 15133
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt: Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

belt-of-giant-strength
type: MagicItem
name: Belt of Giant Strength
slug: belt-of-giant-strength
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.57
  heading: Belt of Giant Strength
  line start: 15135
  line end: 15147
item category: Wondrous Item
rarity: Rarity Varies
requires attunement: true
attunement note: Requires Attunement
related tables: 10-57-belt-of-giant-strength-table-1
rules text: Wondrous Item, Rarity Varies (Requires Attunement) While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

berserker-axe
type: MagicItem
name: Berserker Axe
slug: berserker-axe
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.58
  heading: Berserker Axe
  line start: 15149
  line end: 15159
item category: Weapon
category detail: Battleaxe, Greataxe, or Halberd
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.

boots-of-elvenkind
type: MagicItem
name: Boots of Elvenkind
slug: boots-of-elvenkind
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.59
  heading: Boots of Elvenkind
  line start: 15161
  line end: 15165
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.

boots-of-levitation
type: MagicItem
name: Boots of Levitation
slug: boots-of-levitation
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.60
  heading: Boots of Levitation
  line start: 15167
  line end: 15171
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can cast Levitate on yourself.

boots-of-speed
type: MagicItem
name: Boots of Speed
slug: boots-of-speed
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.61
  heading: Boots of Speed
  line start: 15173
  line end: 15179
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.

boots-of-striding-and-springing
type: MagicItem
name: Boots of Striding and Springing
slug: boots-of-striding-and-springing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.62
  heading: Boots of Striding and Springing
  line start: 15181
  line end: 15187
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.

boots-of-the-winterlands
type: MagicItem
name: Boots of the Winterlands
slug: boots-of-the-winterlands
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.63
  heading: Boots of the Winterlands
  line start: 15189
  line end: 15197
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow.

bowl-of-commanding-water-elementals
type: MagicItem
name: Bowl of Commanding Water Elementals
slug: bowl-of-commanding-water-elementals
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.64
  heading: Bowl of Commanding Water Elementals
  line start: 15199
  line end: 15205
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.

bracers-of-archery
type: MagicItem
name: Bracers of Archery
slug: bracers-of-archery
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.65
  heading: Bracers of Archery
  line start: 15207
  line end: 15211
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.

bracers-of-defense
type: MagicItem
name: Bracers of Defense
slug: bracers-of-defense
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.66
  heading: Bracers of Defense
  line start: 15213
  line end: 15217
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.

brazier-of-commanding-fire-elementals
type: MagicItem
name: Brazier of Commanding Fire Elementals
slug: brazier-of-commanding-fire-elementals
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.67
  heading: Brazier of Commanding Fire Elementals
  line start: 15219
  line end: 15223
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.

brooch-of-shielding
type: MagicItem
name: Brooch of Shielding
slug: brooch-of-shielding
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.68
  heading: Brooch of Shielding
  line start: 15225
  line end: 15229
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.

broom-of-flying
type: MagicItem
name: Broom of Flying
slug: broom-of-flying
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.69
  heading: Broom of Flying
  line start: 15231
  line end: 15237
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.

candle-of-invocation
type: MagicItem
name: Candle of Invocation
slug: candle-of-invocation
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.70
  heading: Candle of Invocation
  line start: 15239
  line end: 15260
item category: Wondrous Item
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
related tables: 10-70-candle-of-invocation-table-1
rules text: Wondrous Item, Very Rare (Requires Attunement) This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table.

cape-of-the-mountebank
type: MagicItem
name: Cape of the Mountebank
slug: cape-of-the-mountebank
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.71
  heading: Cape of the Mountebank
  line start: 15262
  line end: 15268
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

carpet-of-flying
type: MagicItem
name: Carpet of Flying
slug: carpet-of-flying
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.72
  heading: Carpet of Flying
  line start: 15270
  line end: 15283
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
related tables: 10-72-carpet-of-flying-table-1
rules text: Wondrous Item, Very Rare You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

censer-of-controlling-air-elementals
type: MagicItem
name: Censer of Controlling Air Elementals
slug: censer-of-controlling-air-elementals
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.73
  heading: Censer of Controlling Air Elementals
  line start: 15285
  line end: 15289
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn.

chime-of-opening
type: MagicItem
name: Chime of Opening
slug: chime-of-opening
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.74
  heading: Chime of Opening
  line start: 15291
  line end: 15297
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.

circlet-of-blasting
type: MagicItem
name: Circlet of Blasting
slug: circlet-of-blasting
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.75
  heading: Circlet of Blasting
  line start: 15299
  line end: 15303
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn.

cloak-of-arachnida
type: MagicItem
name: Cloak of Arachnida
slug: cloak-of-arachnida
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.76
  heading: Cloak of Arachnida
  line start: 15305
  line end: 15317
item category: Wondrous Item
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn.

cloak-of-displacement
type: MagicItem
name: Cloak of Displacement
slug: cloak-of-displacement
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.77
  heading: Cloak of Displacement
  line start: 15319
  line end: 15323
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.

cloak-of-elvenkind
type: MagicItem
name: Cloak of Elvenkind
slug: cloak-of-elvenkind
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.78
  heading: Cloak of Elvenkind
  line start: 15325
  line end: 15329
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.

cloak-of-invisibility
type: MagicItem
name: Cloak of Invisibility
slug: cloak-of-invisibility
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.79
  heading: Cloak of Invisibility
  line start: 15331
  line end: 15337
item category: Wondrous Item
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.

cloak-of-protection
type: MagicItem
name: Cloak of Protection
slug: cloak-of-protection
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.80
  heading: Cloak of Protection
  line start: 15339
  line end: 15343
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

cloak-of-the-bat
type: MagicItem
name: Cloak of the Bat
slug: cloak-of-the-bat
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.81
  heading: Cloak of the Bat
  line start: 15345
  line end: 15351
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed. While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

cloak-of-the-manta-ray
type: MagicItem
name: Cloak of the Manta Ray
slug: cloak-of-the-manta-ray
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.82
  heading: Cloak of the Manta Ray
  line start: 15353
  line end: 15357
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.

crystal-ball
type: MagicItem
name: Crystal Ball
slug: crystal-ball
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.83
  heading: Crystal Ball
  line start: 15359
  line end: 15363
item category: Wondrous Item
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Very Rare (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it.

crystal-ball-of-mind-reading
type: MagicItem
name: Crystal Ball of Mind Reading
slug: crystal-ball-of-mind-reading
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.84
  heading: Crystal Ball of Mind Reading
  line start: 15365
  line end: 15369
item category: Wondrous Item
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.

crystal-ball-of-telepathy
type: MagicItem
name: Crystal Ball of Telepathy
slug: crystal-ball-of-telepathy
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.85
  heading: Crystal Ball of Telepathy
  line start: 15371
  line end: 15375
item category: Wondrous Item
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn.

crystal-ball-of-true-seeing
type: MagicItem
name: Crystal Ball of True Seeing
slug: crystal-ball-of-true-seeing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.86
  heading: Crystal Ball of True Seeing
  line start: 15377
  line end: 15381
item category: Wondrous Item
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor.

cube-of-force
type: MagicItem
name: Cube of Force
slug: cube-of-force
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.87
  heading: Cube of Force
  line start: 15383
  line end: 15400
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
related tables: 10-87-cube-of-force-faces
rules text: Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces

cubic-gate
type: MagicItem
name: Cubic Gate
slug: cubic-gate
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.88
  heading: Cubic Gate
  line start: 15402
  line end: 15412
item category: Wondrous Item
rarity: Legendary
requires attunement: false
rules text: Wondrous Item, Legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side. Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.

dagger-of-venom
type: MagicItem
name: Dagger of Venom
slug: dagger-of-venom
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.89
  heading: Dagger of Venom
  line start: 15414
  line end: 15420
item category: Weapon
category detail: Dagger
rarity: Rare
requires attunement: false
rules text: Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn.

dancing-sword
type: MagicItem
name: Dancing Sword
slug: dancing-sword
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.90
  heading: Dancing Sword
  line start: 15422
  line end: 15430
item category: Weapon
category detail: Greatsword, Longsword, Rapier, Scimitar, or Shortsword
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.

decanter-of-endless-water
type: MagicItem
name: Decanter of Endless Water
slug: decanter-of-endless-water
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.91
  heading: Decanter of Endless Water
  line start: 15432
  line end: 15444
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.

deck-of-illusions
type: MagicItem
name: Deck of Illusions
slug: deck-of-illusions
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.92
  heading: Deck of Illusions
  line start: 15446
  line end: 15496
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
related tables: 10-92-deck-of-illusions
rules text: Wondrous Item, Uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. Deck of Illusions *Stat blocks for these creatures (except the card drawer) appear in "Monsters."

defender
type: MagicItem
name: Defender
slug: defender
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.93
  heading: Defender
  line start: 15498
  line end: 15504
item category: Weapon
category detail: Any Melee Weapon
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Any Melee Weapon), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.

demon-armor
type: MagicItem
name: Demon Armor
slug: demon-armor
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.94
  heading: Demon Armor
  line start: 15506
  line end: 15512
item category: Armor
category detail: Any Light, Medium, or Heavy
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Armor (Any Light, Medium, or Heavy), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

dimensional-shackles
type: MagicItem
name: Dimensional Shackles
slug: dimensional-shackles
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.95
  heading: Dimensional Shackles
  line start: 15514
  line end: 15522
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.

dragon-orb
type: MagicItem
name: Dragon Orb
slug: dragon-orb
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.96
  heading: Dragon Orb
  line start: 15524
  line end: 15546
item category: Wondrous Item
rarity: Artifact
requires attunement: true
attunement note: Requires Attunement
related tables: 10-96-dragon-orb-table-1
rules text: Wondrous Item, Artifact (Requires Attunement) An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it. While you are Charmed by the orb, you can't voluntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell. Call Dragons. While you control the orb, you can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. Destroying an Orb. A Dragon Orb has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it.

dragon-scale-mail
type: MagicItem
name: Dragon Scale Mail
slug: dragon-scale-mail
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.97
  heading: Dragon Scale Mail
  line start: 15548
  line end: 15566
item category: Armor
category detail: Scale Mail
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
related tables: 10-97-dragon-scale-mail-table-1
rules text: Armor (Scale Mail), Very Rare (Requires Attunement) Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table). Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used again until the next dawn.

dragon-slayer
type: MagicItem
name: Dragon Slayer
slug: dragon-slayer
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.98
  heading: Dragon Slayer
  line start: 15568
  line end: 15574
item category: Weapon
category detail: Any Simple or Martial
rarity: Rare
requires attunement: false
rules text: Weapon (Any Simple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.

dust-of-disappearance
type: MagicItem
name: Dust of Disappearance
slug: dust-of-disappearance
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.99
  heading: Dust of Disappearance
  line start: 15576
  line end: 15580
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.

dust-of-dryness
type: MagicItem
name: Dust of Dryness
slug: dust-of-dryness
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.100
  heading: Dust of Dryness
  line start: 15582
  line end: 15590
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.

dust-of-sneezing-and-choking
type: MagicItem
name: Dust of Sneezing and Choking
slug: dust-of-sneezing-and-choking
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.101
  heading: Dust of Sneezing and Choking
  line start: 15592
  line end: 15600
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.

dwarven-plate
type: MagicItem
name: Dwarven Plate
slug: dwarven-plate
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.102
  heading: Dwarven Plate
  line start: 15602
  line end: 15604
item category: Armor
category detail: Half Plate Armor or Plate Armor
rarity: Very Rare
requires attunement: false
rules text: Armor (Half Plate Armor or Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

dwarven-thrower
type: MagicItem
name: Dwarven Thrower
slug: dwarven-thrower
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.103
  heading: Dwarven Thrower
  line start: 15606
  line end: 15610
item category: Weapon
category detail: Warhammer
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind
rules text: Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.

efficient-quiver
type: MagicItem
name: Efficient Quiver
slug: efficient-quiver
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.104
  heading: Efficient Quiver
  line start: 15612
  line end: 15618
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The mid-size compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

efreeti-bottle
type: MagicItem
name: Efreeti Bottle
slug: efreeti-bottle
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.105
  heading: Efreeti Bottle
  line start: 15620
  line end: 15632
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
related tables: 10-105-efreeti-bottle-table-1
rules text: Wondrous Item, Very Rare When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls on the following table to determine what happens.

elemental-gem
type: MagicItem
name: Elemental Gem
slug: elemental-gem
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.106
  heading: Elemental Gem
  line start: 15634
  line end: 15645
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
related tables: 10-106-elemental-gem-table-1
rules text: Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see “Monsters” for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table.

elixir-of-health
type: MagicItem
name: Elixir of Health
slug: elixir-of-health
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.107
  heading: Elixir of Health
  line start: 15647
  line end: 15653
item category: Potion
rarity: Rare
requires attunement: false
rules text: Potion, Rare When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it.

elven-chain
type: MagicItem
name: Elven Chain
slug: elven-chain
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.108
  heading: Elven Chain
  line start: 15655
  line end: 15659
item category: Armor
category detail: Chain Mail or Chain Shirt
rarity: Rare
requires attunement: false
rules text: Armor (Chain Mail or Chain Shirt), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.

energy-bow
type: MagicItem
name: Energy Bow
slug: energy-bow
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.109
  heading: Energy Bow
  line start: 15661
  line end: 15673
item category: Weapon
category detail: Longbow or Shortbow
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.

eversmoking-bottle
type: MagicItem
name: Eversmoking Bottle
slug: eversmoking-bottle
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.110
  heading: Eversmoking Bottle
  line start: 15675
  line end: 15685
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.

eyes-of-charming
type: MagicItem
name: Eyes of Charming
slug: eyes-of-charming
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.111
  heading: Eyes of Charming
  line start: 15687
  line end: 15691
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.

eyes-of-minute-seeing
type: MagicItem
name: Eyes of Minute Seeing
slug: eyes-of-minute-seeing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.112
  heading: Eyes of Minute Seeing
  line start: 15693
  line end: 15697
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.

eyes-of-the-eagle
type: MagicItem
name: Eyes of the Eagle
slug: eyes-of-the-eagle
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.113
  heading: Eyes of the Eagle
  line start: 15699
  line end: 15703
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

feather-token
type: MagicItem
name: Feather Token
slug: feather-token
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.114
  heading: Feather Token
  line start: 15705
  line end: 15734
item category: Wondrous Item
rarity: Rarity Varies
requires attunement: false
related tables: 10-114-feather-tokens
rules text: Wondrous Item, Rarity Varies This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity. Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action. Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon). You must be outdo…

figurine-of-wondrous-power
type: MagicItem
name: Figurine of Wondrous Power
slug: figurine-of-wondrous-power
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.115
  heading: Figurine of Wondrous Power
  line start: 15736
  line end: 15750
item category: Wondrous Item
rarity: Rarity Varies
requires attunement: false
rules text: Wondrous Item, Rarity Varies A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block) for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.

flame-tongue
type: MagicItem
name: Flame Tongue
slug: flame-tongue
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.117
  heading: Flame Tongue
  line start: 15796
  line end: 15800
item category: Weapon
category detail: Any Melee Weapon
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Any Melee Weapon), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.

folding-boat
type: MagicItem
name: Folding Boat
slug: folding-boat
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.118
  heading: Folding Boat
  line start: 15802
  line end: 15816
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in “Equipment.” If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.

frost-brand
type: MagicItem
name: Frost Brand
slug: frost-brand
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.119
  heading: Frost Brand
  line start: 15818
  line end: 15826
item category: Weapon
category detail: Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.

gauntlets-of-ogre-power
type: MagicItem
name: Gauntlets of Ogre Power
slug: gauntlets-of-ogre-power
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.120
  heading: Gauntlets of Ogre Power
  line start: 15828
  line end: 15832
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

gem-of-brightness
type: MagicItem
name: Gem of Brightness
slug: gem-of-brightness
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.121
  heading: Gem of Brightness
  line start: 15834
  line end: 15846
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP.

gem-of-seeing
type: MagicItem
name: Gem of Seeing
slug: gem-of-seeing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.122
  heading: Gem of Seeing
  line start: 15848
  line end: 15854
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.

giant-slayer
type: MagicItem
name: Giant Slayer
slug: giant-slayer
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.123
  heading: Giant Slayer
  line start: 15856
  line end: 15862
item category: Weapon
category detail: Any Simple or Martial
rarity: Rare
requires attunement: false
rules text: Weapon (Any Simple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.

glamoured-studded-leather
type: MagicItem
name: Glamoured Studded Leather
slug: glamoured-studded-leather
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.124
  heading: Glamoured Studded Leather
  line start: 15864
  line end: 15868
item category: Armor
category detail: Studded Leather Armor
rarity: Rare
requires attunement: false
rules text: Armor (Studded Leather Armor), Rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like - including color, style, and accessories - but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.

gloves-of-missile-snaring
type: MagicItem
name: Gloves of Missile Snaring
slug: gloves-of-missile-snaring
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.125
  heading: Gloves of Missile Snaring
  line start: 15870
  line end: 15874
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.

gloves-of-swimming-and-climbing
type: MagicItem
name: Gloves of Swimming and Climbing
slug: gloves-of-swimming-and-climbing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.126
  heading: Gloves of Swimming and Climbing
  line start: 15876
  line end: 15880
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

gloves-of-thievery
type: MagicItem
name: Gloves of Thievery
slug: gloves-of-thievery
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.127
  heading: Gloves of Thievery
  line start: 15882
  line end: 15886
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks.

goggles-of-night
type: MagicItem
name: Goggles of Night
slug: goggles-of-night
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.128
  heading: Goggles of Night
  line start: 15888
  line end: 15892
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.

hammer-of-thunderbolts
type: MagicItem
name: Hammer of Thunderbolts
slug: hammer-of-thunderbolts
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.129
  heading: Hammer of Thunderbolts
  line start: 15894
  line end: 15906
item category: Weapon
category detail: Maul or Warhammer
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Maul or Warhammer), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunder-clap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.

handy-haversack
type: MagicItem
name: Handy Haversack
slug: handy-haversack
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.130
  heading: Handy Haversack
  line start: 15908
  line end: 15920
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

hat-of-disguise
type: MagicItem
name: Hat of Disguise
slug: hat-of-disguise
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.131
  heading: Hat of Disguise
  line start: 15922
  line end: 15926
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.

hat-of-many-spells
type: MagicItem
name: Hat of Many Spells
slug: hat-of-many-spells
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.132
  heading: Hat of Many Spells
  line start: 15928
  line end: 15957
item category: Wondrous Item
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement by a Wizard
related tables: 10-132-hat-of-many-spells-table-1
rules text: Wondrous Item, Very Rare (Requires Attunement by a Wizard) This pointed hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus.

headband-of-intellect
type: MagicItem
name: Headband of Intellect
slug: headband-of-intellect
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.133
  heading: Headband of Intellect
  line start: 15959
  line end: 15963
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

helm-of-brilliance
type: MagicItem
name: Helm of Brilliance
slug: helm-of-brilliance
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.134
  heading: Helm of Brilliance
  line start: 15965
  line end: 15983
item category: Wondrous Item
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Very Rare (Requires Attunement) This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.

helm-of-comprehending-languages
type: MagicItem
name: Helm of Comprehending Languages
slug: helm-of-comprehending-languages
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.135
  heading: Helm of Comprehending Languages
  line start: 15985
  line end: 15989
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon While wearing this helm, you can cast Comprehend Languages from it.

helm-of-telepathy
type: MagicItem
name: Helm of Telepathy
slug: helm-of-telepathy
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.136
  heading: Helm of Telepathy
  line start: 15991
  line end: 15995
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn.

helm-of-teleportation
type: MagicItem
name: Helm of Teleportation
slug: helm-of-teleportation
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.137
  heading: Helm of Teleportation
  line start: 15997
  line end: 16001
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.

holy-avenger
type: MagicItem
name: Holy Avenger
slug: holy-avenger
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.138
  heading: Holy Avenger
  line start: 16003
  line end: 16009
item category: Weapon
category detail: Any Simple or Martial
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement by a Paladin
rules text: Weapon (Any Simple or Martial), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.

horn-of-blasting
type: MagicItem
name: Horn of Blasting
slug: horn-of-blasting
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.139
  heading: Horn of Blasting
  line start: 16011
  line end: 16017
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.

horn-of-valhalla
type: MagicItem
name: Horn of Valhalla
slug: horn-of-valhalla
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.140
  heading: Horn of Valhalla
  line start: 16019
  line end: 16034
item category: Wondrous Item
rarities:
  rarity: Rare
  variant: Silver or Brass
rarities:
  rarity: Very Rare
  variant: Bronze
rarities:
  rarity: Legendary
  variant: Iron
requires attunement: false
related tables: 10-140-horn-of-valhalla-table-1
rules text: Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands.

horseshoes-of-a-zephyr
type: MagicItem
name: Horseshoes of a Zephyr
slug: horseshoes-of-a-zephyr
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.141
  heading: Horseshoes of a Zephyr
  line start: 16036
  line end: 16042
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
rules text: Wondrous Item, Very Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.

horseshoes-of-speed
type: MagicItem
name: Horseshoes of Speed
slug: horseshoes-of-speed
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.142
  heading: Horseshoes of Speed
  line start: 16044
  line end: 16050
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.

immovable-rod
type: MagicItem
name: Immovable Rod
slug: immovable-rod
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.143
  heading: Immovable Rod
  line start: 16052
  line end: 16056
item category: Rod
rarity: Uncommon
requires attunement: false
rules text: Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.

instant-fortress
type: MagicItem
name: Instant Fortress
slug: instant-fortress
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.144
  heading: Instant Fortress
  line start: 16058
  line end: 16066
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trap-door leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.

ioun-stone
type: MagicItem
name: Ioun Stone
slug: ioun-stone
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.145
  heading: Ioun Stone
  line start: 16068
  line end: 16112
item category: Wondrous Item
rarity: Rarity Varies
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rarity Varies (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head. Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are waste…

iron-bands
type: MagicItem
name: Iron Bands
slug: iron-bands
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.146
  heading: Iron Bands
  line start: 16114
  line end: 16124
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn.

iron-flask
type: MagicItem
name: Iron Flask
slug: iron-flask
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.147
  heading: Iron Flask
  line start: 16126
  line end: 16134
item category: Wondrous Item
rarity: Legendary
requires attunement: false
rules text: Wondrous Item, Legendary While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the GM.

javelin-of-lightning
type: MagicItem
name: Javelin of Lightning
slug: javelin-of-lightning
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.148
  heading: Javelin of Lightning
  line start: 16136
  line end: 16142
item category: Weapon
category detail: Javelin
rarity: Uncommon
requires attunement: false
rules text: Weapon (Javelin), Uncommon Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn.

lantern-of-revealing
type: MagicItem
name: Lantern of Revealing
slug: lantern-of-revealing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.149
  heading: Lantern of Revealing
  line start: 16144
  line end: 16150
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius.

luck-blade
type: MagicItem
name: Luck Blade
slug: luck-blade
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.150
  heading: Luck Blade
  line start: 16152
  line end: 16160
item category: Weapon
category detail: Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.

mace-of-disruption
type: MagicItem
name: Mace of Disruption
slug: mace-of-disruption
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.151
  heading: Mace of Disruption
  line start: 16162
  line end: 16168
item category: Weapon
category detail: Mace
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Mace), Rare (Requires Attunement) When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

mace-of-smiting
type: MagicItem
name: Mace of Smiting
slug: mace-of-smiting
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.152
  heading: Mace of Smiting
  line start: 16170
  line end: 16176
item category: Weapon
category detail: Mace
rarity: Rare
requires attunement: false
rules text: Weapon (Mace), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.

mace-of-terror
type: MagicItem
name: Mace of Terror
slug: mace-of-terror
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.153
  heading: Mace of Terror
  line start: 16178
  line end: 16184
item category: Weapon
category detail: Mace
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Mace), Rare (Requires Attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.

mantle-of-spell-resistance
type: MagicItem
name: Mantle of Spell Resistance
slug: mantle-of-spell-resistance
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.154
  heading: Mantle of Spell Resistance
  line start: 16186
  line end: 16190
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) You have Advantage on saving throws against spells while you wear this cloak.

manual-of-bodily-health
type: MagicItem
name: Manual of Bodily Health
slug: manual-of-bodily-health
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.155
  heading: Manual of Bodily Health
  line start: 16192
  line end: 16196
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
rules text: Wondrous Item, Very Rare This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

manual-of-gainful-exercise
type: MagicItem
name: Manual of Gainful Exercise
slug: manual-of-gainful-exercise
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.156
  heading: Manual of Gainful Exercise
  line start: 16198
  line end: 16202
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
rules text: Wondrous Item, Very Rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

manual-of-golems
type: MagicItem
name: Manual of Golems
slug: manual-of-golems
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.157
  heading: Manual of Golems
  line start: 16204
  line end: 16219
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
related tables: 10-157-manual-of-golems-table-1
rules text: Wondrous Item, Very Rare This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See “Monsters” for the golem’s stat block. The golem is under your control, and it understands and obeys your commands.

manual-of-quickness-of-action
type: MagicItem
name: Manual of Quickness of Action
slug: manual-of-quickness-of-action
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.158
  heading: Manual of Quickness of Action
  line start: 16221
  line end: 16225
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
rules text: Wondrous Item, Very Rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

marvelous-pigments
type: MagicItem
name: Marvelous Pigments
slug: marvelous-pigments
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.159
  heading: Marvelous Pigments
  line start: 16227
  line end: 16239
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
rules text: Wondrous Item, Very Rare This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.

medallion-of-thoughts
type: MagicItem
name: Medallion of Thoughts
slug: medallion-of-thoughts
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.160
  heading: Medallion of Thoughts
  line start: 16241
  line end: 16245
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn.

mirror-of-life-trapping
type: MagicItem
name: Mirror of Life Trapping
slug: mirror-of-life-trapping
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.161
  heading: Mirror of Life Trapping
  line start: 16247
  line end: 16265
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
rules text: Wondrous Item, Very Rare When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate. In a similar way, you can take …

mithral-armor
type: MagicItem
name: Mithral Armor
slug: mithral-armor
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.162
  heading: Mithral Armor
  line start: 16267
  line end: 16271
item category: Armor
category detail: Any Medium or Heavy, Except Hide Armor
rarity: Uncommon
requires attunement: false
rules text: Armor (Any Medium or Heavy, Except Hide Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

mysterious-deck
type: MagicItem
name: Mysterious Deck
slug: mysterious-deck
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.163
  heading: Mysterious Deck
  line start: 16273
  line end: 16357
item category: Wondrous Item
rarity: Legendary
requires attunement: false
related tables: 10-163-mysterious-deck
related tables: 10-163-mysterious-deck-2
rules text: Wondrous Item, Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, re-roll on the table if that card comes up again.) Mysterious Deck Each card's effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradi-dimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain impri…

necklace-of-adaptation
type: MagicItem
name: Necklace of Adaptation
slug: necklace-of-adaptation
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.165
  heading: Necklace of Adaptation
  line start: 16391
  line end: 16395
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.

necklace-of-fireballs
type: MagicItem
name: Necklace of Fireballs
slug: necklace-of-fireballs
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.166
  heading: Necklace of Fireballs
  line start: 16397
  line end: 16403
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).

necklace-of-prayer-beads
type: MagicItem
name: Necklace of Prayer Beads
slug: necklace-of-prayer-beads
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.167
  heading: Necklace of Prayer Beads
  line start: 16405
  line end: 16420
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement by a Cleric, Druid, or Paladin
related tables: 10-167-necklace-of-prayer-beads-table-1
rules text: Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

nine-lives-stealer
type: MagicItem
name: Nine Lives Stealer
slug: nine-lives-stealer
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.168
  heading: Nine Lives Stealer
  line start: 16422
  line end: 16428
item category: Weapon
category detail: Any Simple or Martial
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Any Simple or Martial), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.

oathbow
type: MagicItem
name: Oathbow
slug: oathbow
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.169
  heading: Oathbow
  line start: 16430
  line end: 16438
item category: Weapon
category detail: Longbow or Shortbow
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.

oil-of-etherealness
type: MagicItem
name: Oil of Etherealness
slug: oil-of-etherealness
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.170
  heading: Oil of Etherealness
  line start: 16440
  line end: 16446
item category: Potion
rarity: Rare
requires attunement: false
rules text: Potion, Rare One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.

oil-of-sharpness
type: MagicItem
name: Oil of Sharpness
slug: oil-of-sharpness
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.171
  heading: Oil of Sharpness
  line start: 16448
  line end: 16454
item category: Potion
rarity: Very Rare
requires attunement: false
rules text: Potion, Very Rare One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.

oil-of-slipperiness
type: MagicItem
name: Oil of Slipperiness
slug: oil-of-slipperiness
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.172
  heading: Oil of Slipperiness
  line start: 16456
  line end: 16466
item category: Potion
rarity: Uncommon
requires attunement: false
rules text: Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured.

pearl-of-power
type: MagicItem
name: Pearl of Power
slug: pearl-of-power
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.173
  heading: Pearl of Power
  line start: 16468
  line end: 16472
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement by a Spellcaster
rules text: Wondrous Item, Uncommon (Requires Attunement by a Spellcaster) While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn.

periapt-of-health
type: MagicItem
name: Periapt of Health
slug: periapt-of-health
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.174
  heading: Periapt of Health
  line start: 16474
  line end: 16480
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

periapt-of-proof-against-poison
type: MagicItem
name: Periapt of Proof against Poison
slug: periapt-of-proof-against-poison
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.175
  heading: Periapt of Proof against Poison
  line start: 16482
  line end: 16486
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.

periapt-of-wound-closure
type: MagicItem
name: Periapt of Wound Closure
slug: periapt-of-wound-closure
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.176
  heading: Periapt of Wound Closure
  line start: 16488
  line end: 16496
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

philter-of-love
type: MagicItem
name: Philter of Love
slug: philter-of-love
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.177
  heading: Philter of Love
  line start: 16498
  line end: 16504
item category: Potion
rarity: Uncommon
requires attunement: false
rules text: Potion, Uncommon The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

pipes-of-haunting
type: MagicItem
name: Pipes of Haunting
slug: pipes-of-haunting
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.178
  heading: Pipes of Haunting
  line start: 16506
  line end: 16512
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.

pipes-of-the-sewers
type: MagicItem
name: Pipes of the Sewers
slug: pipes-of-the-sewers
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.179
  heading: Pipes of the Sewers
  line start: 16514
  line end: 16522
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

plate-armor-of-etherealness
type: MagicItem
name: Plate Armor of Etherealness
slug: plate-armor-of-etherealness
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.180
  heading: Plate Armor of Etherealness
  line start: 16524
  line end: 16528
item category: Armor
category detail: Half Plate Armor or Plate Armor
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Armor (Half Plate Armor or Plate Armor), Legendary (Requires Attunement) While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn.

portable-hole
type: MagicItem
name: Portable Hole
slug: portable-hole
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.181
  heading: Portable Hole
  line start: 16530
  line end: 16542
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

potion-of-animal-friendship
type: MagicItem
name: Potion of Animal Friendship
slug: potion-of-animal-friendship
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.182
  heading: Potion of Animal Friendship
  line start: 16544
  line end: 16550
item category: Potion
rarity: Uncommon
requires attunement: false
rules text: Potion, Uncommon When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.

potion-of-clairvoyance
type: MagicItem
name: Potion of Clairvoyance
slug: potion-of-clairvoyance
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.183
  heading: Potion of Clairvoyance
  line start: 16552
  line end: 16558
item category: Potion
rarity: Rare
requires attunement: false
rules text: Potion, Rare When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened.

potion-of-climbing
type: MagicItem
name: Potion of Climbing
slug: potion-of-climbing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.184
  heading: Potion of Climbing
  line start: 16560
  line end: 16566
item category: Potion
rarity: Common
requires attunement: false
rules text: Potion, Common When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

potion-of-diminution
type: MagicItem
name: Potion of Diminution
slug: potion-of-diminution
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.185
  heading: Potion of Diminution
  line start: 16568
  line end: 16574
item category: Potion
rarity: Rare
requires attunement: false
rules text: Potion, Rare When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

potion-of-flying
type: MagicItem
name: Potion of Flying
slug: potion-of-flying
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.186
  heading: Potion of Flying
  line start: 16576
  line end: 16582
item category: Potion
rarity: Very Rare
requires attunement: false
rules text: Potion, Very Rare When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

potion-of-gaseous-form
type: MagicItem
name: Potion of Gaseous Form
slug: potion-of-gaseous-form
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.187
  heading: Potion of Gaseous Form
  line start: 16584
  line end: 16590
item category: Potion
rarity: Rare
requires attunement: false
rules text: Potion, Rare When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water.

potion-of-giant-strength
type: MagicItem
name: Potion of Giant Strength
slug: potion-of-giant-strength
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.188
  heading: Potion of Giant Strength
  line start: 16592
  line end: 16606
item category: Potion
rarity: Rarity Varies
requires attunement: false
related tables: 10-188-potion-of-giant-strength-table-1
rules text: Potion, Rarity Varies When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.

potion-of-growth
type: MagicItem
name: Potion of Growth
slug: potion-of-growth
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.189
  heading: Potion of Growth
  line start: 16608
  line end: 16614
item category: Potion
rarity: Uncommon
requires attunement: false
rules text: Potion, Uncommon When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

potion-of-heroism
type: MagicItem
name: Potion of Heroism
slug: potion-of-heroism
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.191
  heading: Potion of Heroism
  line start: 16631
  line end: 16637
item category: Potion
rarity: Rare
requires attunement: false
rules text: Potion, Rare When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling.

potion-of-invisibility
type: MagicItem
name: Potion of Invisibility
slug: potion-of-invisibility
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.192
  heading: Potion of Invisibility
  line start: 16639
  line end: 16643
item category: Potion
rarity: Rare
requires attunement: false
rules text: Potion, Rare This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.

potion-of-invulnerability
type: MagicItem
name: Potion of Invulnerability
slug: potion-of-invulnerability
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.193
  heading: Potion of Invulnerability
  line start: 16645
  line end: 16651
item category: Potion
rarity: Rare
requires attunement: false
rules text: Potion, Rare For 1 minute after you drink this potion, you have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron.

potion-of-longevity
type: MagicItem
name: Potion of Longevity
slug: potion-of-longevity
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.194
  heading: Potion of Longevity
  line start: 16653
  line end: 16659
item category: Potion
rarity: Very Rare
requires attunement: false
rules text: Potion, Very Rare When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.

potion-of-mind-reading
type: MagicItem
name: Potion of Mind Reading
slug: potion-of-mind-reading
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.195
  heading: Potion of Mind Reading
  line start: 16661
  line end: 16667
item category: Potion
rarity: Rare
requires attunement: false
rules text: Potion, Rare When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it.

potion-of-poison
type: MagicItem
name: Potion of Poison
slug: potion-of-poison
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.196
  heading: Potion of Poison
  line start: 16669
  line end: 16675
item category: Potion
rarity: Uncommon
requires attunement: false
rules text: Potion, Uncommon This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.

potion-of-resistance
type: MagicItem
name: Potion of Resistance
slug: potion-of-resistance
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.197
  heading: Potion of Resistance
  line start: 16677
  line end: 16689
item category: Potion
rarity: Uncommon
requires attunement: false
related tables: 10-197-potion-of-resistance-table-1
rules text: Potion, Uncommon When you drink this potion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table.

potion-of-speed
type: MagicItem
name: Potion of Speed
slug: potion-of-speed
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.198
  heading: Potion of Speed
  line start: 16691
  line end: 16697
item category: Potion
rarity: Very Rare
requires attunement: false
rules text: Potion, Very Rare When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own.

potion-of-vitality
type: MagicItem
name: Potion of Vitality
slug: potion-of-vitality
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.199
  heading: Potion of Vitality
  line start: 16699
  line end: 16705
item category: Potion
rarity: Very Rare
requires attunement: false
rules text: Potion, Very Rare When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

potion-of-water-breathing
type: MagicItem
name: Potion of Water Breathing
slug: potion-of-water-breathing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.200
  heading: Potion of Water Breathing
  line start: 16707
  line end: 16713
item category: Potion
rarity: Uncommon
requires attunement: false
rules text: Potion, Uncommon You can breathe underwater for 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

potions-of-healing
type: MagicItem
name: Potions of Healing
slug: potions-of-healing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.190
  heading: Potions of Healing
  line start: 16616
  line end: 16629
item category: Potion
rarity: Rarity Varies
requires attunement: false
related tables: 10-190-potions-of-healing-table-1
rules text: Potion, Rarity Varies You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated.

quarterstaff-of-the-acrobat
type: MagicItem
name: Quarterstaff of the Acrobat
slug: quarterstaff-of-the-acrobat
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.201
  heading: Quarterstaff of the Acrobat
  line start: 16715
  line end: 16733
item category: Weapon
category detail: Quarterstaff
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Quarterstaff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows. In certain forms, the weapon has the following additional properties. Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks. Attack Deflection (Quarterstaff Form Only) When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.

ring-of-animal-influence
type: MagicItem
name: Ring of Animal Influence
slug: ring-of-animal-influence
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.202
  heading: Ring of Animal Influence
  line start: 16735
  line end: 16743
item category: Ring
rarity: Rare
requires attunement: false
rules text: Ring, Rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals

ring-of-djinni-summoning
type: MagicItem
name: Ring of Djinni Summoning
slug: ring-of-djinni-summoning
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.203
  heading: Ring of Djinni Summoning
  line start: 16745
  line end: 16755
item category: Ring
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.

ring-of-elemental-command
type: MagicItem
name: Ring of Elemental Command
slug: ring-of-elemental-command
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.204
  heading: Ring of Elemental Command
  line start: 16757
  line end: 16786
item category: Ring
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
related tables: 10-204-ring-of-elemental-command-table-1
rules text: Ring, Legendary (Requires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane: Air. You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. Earth. You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ring has 5 charges and re-gains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a…

ring-of-evasion
type: MagicItem
name: Ring of Evasion
slug: ring-of-evasion
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.205
  heading: Ring of Evasion
  line start: 16788
  line end: 16792
item category: Ring
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Rare (Requires Attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.

ring-of-feather-falling
type: MagicItem
name: Ring of Feather Falling
slug: ring-of-feather-falling
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.206
  heading: Ring of Feather Falling
  line start: 16794
  line end: 16798
item category: Ring
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Rare (Requires Attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

ring-of-free-action
type: MagicItem
name: Ring of Free Action
slug: ring-of-free-action
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.207
  heading: Ring of Free Action
  line start: 16800
  line end: 16804
item category: Ring
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Rare (Requires Attunement) While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.

ring-of-invisibility
type: MagicItem
name: Ring of Invisibility
slug: ring-of-invisibility
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.208
  heading: Ring of Invisibility
  line start: 16806
  line end: 16810
item category: Ring
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.

ring-of-jumping
type: MagicItem
name: Ring of Jumping
slug: ring-of-jumping
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.209
  heading: Ring of Jumping
  line start: 16812
  line end: 16816
item category: Ring
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Uncommon (Requires Attunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.

ring-of-mind-shielding
type: MagicItem
name: Ring of Mind Shielding
slug: ring-of-mind-shielding
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.210
  heading: Ring of Mind Shielding
  line start: 16818
  line end: 16828
item category: Ring
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Uncommon (Requires Attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

ring-of-protection
type: MagicItem
name: Ring of Protection
slug: ring-of-protection
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.211
  heading: Ring of Protection
  line start: 16830
  line end: 16834
item category: Ring
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Rare (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while wearing this ring.

ring-of-regeneration
type: MagicItem
name: Ring of Regeneration
slug: ring-of-regeneration
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.212
  heading: Ring of Regeneration
  line start: 16836
  line end: 16840
item category: Ring
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Very Rare (Requires Attunement) While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.

ring-of-resistance
type: MagicItem
name: Ring of Resistance
slug: ring-of-resistance
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.213
  heading: Ring of Resistance
  line start: 16842
  line end: 16859
item category: Ring
rarity: Rare
requires attunement: false
related tables: 10-213-ring-of-resistance-table-1
rules text: Ring, Rare You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines randomly by rolling on the following table.

ring-of-shooting-stars
type: MagicItem
name: Ring of Shooting Stars
slug: ring-of-shooting-stars
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.214
  heading: Ring of Shooting Stars
  line start: 16861
  line end: 16884
item category: Ring
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
related tables: 10-214-ring-of-shooting-stars-table-1
rules text: Ring, Very Rare (Requires Attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.

ring-of-spell-storing
type: MagicItem
name: Ring of Spell Storing
slug: ring-of-spell-storing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.215
  heading: Ring of Spell Storing
  line start: 16886
  line end: 16894
item category: Ring
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

ring-of-spell-turning
type: MagicItem
name: Ring of Spell Turning
slug: ring-of-spell-turning
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.216
  heading: Ring of Spell Turning
  line start: 16896
  line end: 16900
item category: Ring
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Legendary (Requires Attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC.

ring-of-swimming
type: MagicItem
name: Ring of Swimming
slug: ring-of-swimming
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.217
  heading: Ring of Swimming
  line start: 16902
  line end: 16906
item category: Ring
rarity: Uncommon
requires attunement: false
rules text: Ring, Uncommon You have a Swim Speed of 40 feet while wearing this ring.

ring-of-telekinesis
type: MagicItem
name: Ring of Telekinesis
slug: ring-of-telekinesis
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.218
  heading: Ring of Telekinesis
  line start: 16908
  line end: 16912
item category: Ring
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Very Rare (Requires Attunement) While wearing this ring, you can cast Telekinesis from it.

ring-of-the-ram
type: MagicItem
name: Ring of the Ram
slug: ring-of-the-ram
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.219
  heading: Ring of the Ram
  line start: 16914
  line end: 16920
item category: Ring
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

ring-of-three-wishes
type: MagicItem
name: Ring of Three Wishes
slug: ring-of-three-wishes
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.220
  heading: Ring of Three Wishes
  line start: 16922
  line end: 16926
item category: Ring
rarity: Legendary
requires attunement: false
rules text: Ring, Legendary While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes non-magical when you use the last charge.

ring-of-warmth
type: MagicItem
name: Ring of Warmth
slug: ring-of-warmth
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.221
  heading: Ring of Warmth
  line start: 16928
  line end: 16934
item category: Ring
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.

ring-of-water-walking
type: MagicItem
name: Ring of Water Walking
slug: ring-of-water-walking
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.222
  heading: Ring of Water Walking
  line start: 16936
  line end: 16940
item category: Ring
rarity: Uncommon
requires attunement: false
rules text: Ring, Uncommon While wearing this ring, you cast Water Walk from it, targeting only yourself.

ring-of-x-ray-vision
type: MagicItem
name: Ring of X-ray Vision
slug: ring-of-x-ray-vision
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.223
  heading: Ring of X-ray Vision
  line start: 16942
  line end: 16950
item category: Ring
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Ring, Rare (Requires Attunement) While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.

robe-of-eyes
type: MagicItem
name: Robe of Eyes
slug: robe-of-eyes
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.224
  heading: Robe of Eyes
  line start: 16952
  line end: 16962
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.

robe-of-scintillating-colors
type: MagicItem
name: Robe of Scintillating Colors
slug: robe-of-scintillating-colors
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.225
  heading: Robe of Scintillating Colors
  line start: 16964
  line end: 16968
item category: Wondrous Item
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.

robe-of-stars
type: MagicItem
name: Robe of Stars
slug: robe-of-stars
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.226
  heading: Robe of Stars
  line start: 16970
  line end: 16978
item category: Wondrous Item
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.

robe-of-the-archmagi
type: MagicItem
name: Robe of the Archmagi
slug: robe-of-the-archmagi
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.227
  heading: Robe of the Archmagi
  line start: 16980
  line end: 16992
item category: Wondrous Item
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement by a Sorcerer, Warlock, or Wizard
rules text: Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.

robe-of-useful-items
type: MagicItem
name: Robe of Useful Items
slug: robe-of-useful-items
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.228
  heading: Robe of Useful Items
  line start: 16994
  line end: 17040
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: - Dagger - Mirror - Pole - Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table. 1d100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice) 1d100 Patch 84–90 2 Mastiffs 91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 97–00 Portable Ram

rod-of-absorption
type: MagicItem
name: Rod of Absorption
slug: rod-of-absorption
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.229
  heading: Rod of Absorption
  line start: 17042
  line end: 17052
item category: Rod
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Rod, Very Rare (Requires Attunement) While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy - not the spell itself - is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

rod-of-alertness
type: MagicItem
name: Rod of Alertness
slug: rod-of-alertness
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.230
  heading: Rod of Alertness
  line start: 17054
  line end: 17073
item category: Rod
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: - Detect Evil and Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn.

rod-of-lordly-might
type: MagicItem
name: Rod of Lordly Might
slug: rod-of-lordly-might
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.231
  heading: Rod of Lordly Might
  line start: 17075
  line end: 17094
item category: Rod
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north…

rod-of-resurrection
type: MagicItem
name: Rod of Resurrection
slug: rod-of-resurrection
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.232
  heading: Rod of Resurrection
  line start: 17096
  line end: 17102
item category: Rod
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Rod, Legendary (Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.

rod-of-rulership
type: MagicItem
name: Rod of Rulership
slug: rod-of-rulership
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.233
  heading: Rod of Rulership
  line start: 17104
  line end: 17108
item category: Rod
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Rod, Rare (Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can't be used again until the next dawn.

rod-of-security
type: MagicItem
name: Rod of Security
slug: rod-of-security
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.234
  heading: Rod of Security
  line start: 17110
  line end: 17120
item category: Rod
rarity: Very Rare
requires attunement: false
rules text: Rod, Very Rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed.

rope-of-climbing
type: MagicItem
name: Rope of Climbing
slug: rope-of-climbing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.235
  heading: Rope of Climbing
  line start: 17122
  line end: 17130
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.

rope-of-entanglement
type: MagicItem
name: Rope of Entanglement
slug: rope-of-entanglement
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.236
  heading: Rope of Entanglement
  line start: 17132
  line end: 17140
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.

scarab-of-protection
type: MagicItem
name: Scarab of Protection
slug: scarab-of-protection
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.237
  heading: Scarab of Protection
  line start: 17142
  line end: 17152
item category: Wondrous Item
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Legendary (Requires Attunement) This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. Spell Resistance. You have Advantage on saving throws against spells.

scimitar-of-speed
type: MagicItem
name: Scimitar of Speed
slug: scimitar-of-speed
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.238
  heading: Scimitar of Speed
  line start: 17154
  line end: 17158
item category: Weapon
category detail: Scimitar
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Scimitar), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.

sending-stones
type: MagicItem
name: Sending Stones
slug: sending-stones
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.239
  heading: Sending Stones
  line start: 17160
  line end: 17166
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell. Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

sentinel-shield
type: MagicItem
name: Sentinel Shield
slug: sentinel-shield
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.240
  heading: Sentinel Shield
  line start: 17168
  line end: 17172
item category: Armor
category detail: Shield
rarity: Uncommon
requires attunement: false
rules text: Armor (Shield), Uncommon While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.

shield-1-2-or-3
type: MagicItem
name: Shield, +1, +2, or +3
slug: shield-1-2-or-3
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.241
  heading: Shield, +1, +2, or +3
  line start: 17174
  line end: 17178
item category: Armor
category detail: Shield
rarities:
  rarity: Uncommon
  variant: +1
rarities:
  rarity: Rare
  variant: +2
rarities:
  rarity: Very Rare
  variant: +3
requires attunement: false
rules text: Armor (Shield), Uncommon (+1), Rare (+2), or Very Rare (+3) While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC.

shield-of-missile-attraction
type: MagicItem
name: Shield of Missile Attraction
slug: shield-of-missile-attraction
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.242
  heading: Shield of Missile Attraction
  line start: 17180
  line end: 17186
item category: Armor
category detail: Shield
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.

shield-of-the-cavalier
type: MagicItem
name: Shield of the Cavalier
slug: shield-of-the-cavalier
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.243
  heading: Shield of the Cavalier
  line start: 17188
  line end: 17198
item category: Armor
category detail: Shield
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC. The Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn.

slippers-of-spider-climbing
type: MagicItem
name: Slippers of Spider Climbing
slug: slippers-of-spider-climbing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.244
  heading: Slippers of Spider Climbing
  line start: 17200
  line end: 17204
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

sovereign-glue
type: MagicItem
name: Sovereign Glue
slug: sovereign-glue
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.245
  heading: Sovereign Glue
  line start: 17206
  line end: 17212
item category: Wondrous Item
rarity: Legendary
requires attunement: false
rules text: Wondrous Item, Legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell.

spell-scroll
type: MagicItem
name: Spell Scroll
slug: spell-scroll
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.247
  heading: Spell Scroll
  line start: 17220
  line end: 17246
item category: Scroll
rarity: Rarity Varies
requires attunement: false
related tables: 10-247-spell-scroll-table-1
related tables: 10-247-spell-scroll-table-2
rules text: Scroll, Rarity Varies A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.

spellguard-shield
type: MagicItem
name: Spellguard Shield
slug: spellguard-shield
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.246
  heading: Spellguard Shield
  line start: 17214
  line end: 17218
item category: Armor
category detail: Shield
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.

sphere-of-annihilation
type: MagicItem
name: Sphere of Annihilation
slug: sphere-of-annihilation
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.248
  heading: Sphere of Annihilation
  line start: 17248
  line end: 17268
item category: Wondrous Item
rarity: Legendary
requires attunement: false
rules text: Wondrous Item, Legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line. While in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains. Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole), the GM determines randomly what happens using the following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves through the portal or into the extradimensional space. 86–00 A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence.

staff-of-charming
type: MagicItem
name: Staff of Charming
slug: staff-of-charming
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.249
  heading: Staff of Charming
  line start: 17270
  line end: 17282
item category: Staff
rarity: Rare
requires attunement: true
attunement note: Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard
rules text: Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. While holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.

staff-of-fire
type: MagicItem
name: Staff of Fire
slug: staff-of-fire
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.250
  heading: Staff of Fire
  line start: 17284
  line end: 17297
item category: Staff
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard
related tables: 10-250-staff-of-fire-table-1
rules text: Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.

staff-of-frost
type: MagicItem
name: Staff of Frost
slug: staff-of-frost
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.251
  heading: Staff of Frost
  line start: 17299
  line end: 17312
item category: Staff
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard
related tables: 10-251-staff-of-frost-table-1
rules text: Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.

staff-of-healing
type: MagicItem
name: Staff of Healing
slug: staff-of-healing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.252
  heading: Staff of Healing
  line start: 17314
  line end: 17326
item category: Staff
rarity: Rare
requires attunement: true
attunement note: Requires Attunement by a Bard, Cleric, or Druid
related tables: 10-252-staff-of-healing-table-1
rules text: Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

staff-of-power
type: MagicItem
name: Staff of Power
slug: staff-of-power
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.253
  heading: Staff of Power
  line start: 17328
  line end: 17350
item category: Staff
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement by a Sorcerer, Warlock, or Wizard
related tables: 10-253-staff-of-power-table-1
rules text: Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

staff-of-striking
type: MagicItem
name: Staff of Striking
slug: staff-of-striking
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.254
  heading: Staff of Striking
  line start: 17352
  line end: 17360
item category: Staff
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Staff, Very Rare (Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.

staff-of-swarming-insects
type: MagicItem
name: Staff of Swarming Insects
slug: staff-of-swarming-insects
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.255
  heading: Staff of Swarming Insects
  line start: 17362
  line end: 17379
item category: Staff
rarity: Rare
requires attunement: true
attunement note: Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard
related tables: 10-255-staff-of-swarming-insects-table-1
rules text: Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. Insect Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

staff-of-the-magi
type: MagicItem
name: Staff of the Magi
slug: staff-of-the-magi
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.256
  heading: Staff of the Magi
  line start: 17381
  line end: 17415
item category: Staff
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement by a Sorcerer, Warlock, or Wizard
related tables: 10-256-staff-of-the-magi-table-1
rules text: Staff, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spell Absorption. While holding the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below). Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

staff-of-the-python
type: MagicItem
name: Staff of the Python
slug: staff-of-the-python
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.257
  heading: Staff of the Python
  line start: 17417
  line end: 17427
item category: Staff
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.

staff-of-the-woodlands
type: MagicItem
name: Staff of the Woodlands
slug: staff-of-the-woodlands
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.258
  heading: Staff of the Woodlands
  line start: 17429
  line end: 17450
item category: Staff
rarity: Rare
requires attunement: true
attunement note: Requires Attunement by a Druid
related tables: 10-258-staff-of-the-woodlands-table-1
rules text: Staff, Rare (Requires Attunement by a Druid) This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff. Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.

staff-of-thunder-and-lightning
type: MagicItem
name: Staff of Thunder and Lightning
slug: staff-of-thunder-and-lightning
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.259
  heading: Staff of Thunder and Lightning
  line start: 17452
  line end: 17466
item category: Staff
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Staff, Very Rare (Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.

staff-of-withering
type: MagicItem
name: Staff of Withering
slug: staff-of-withering
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.260
  heading: Staff of Withering
  line start: 17468
  line end: 17474
item category: Staff
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Staff, Rare (Requires Attunement) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

stone-of-controlling-earth-elementals
type: MagicItem
name: Stone of Controlling Earth Elementals
slug: stone-of-controlling-earth-elementals
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.261
  heading: Stone of Controlling Earth Elementals
  line start: 17476
  line end: 17480
item category: Wondrous Item
rarity: Rare
requires attunement: false
rules text: Wondrous Item, Rare While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can't be used this way again until the next dawn.

stone-of-good-luck-luckstone
type: MagicItem
name: Stone of Good Luck (Luckstone)
slug: stone-of-good-luck-luckstone
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.262
  heading: Stone of Good Luck (Luckstone)
  line start: 17482
  line end: 17486
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

sun-blade
type: MagicItem
name: Sun Blade
slug: sun-blade
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.263
  heading: Sun Blade
  line start: 17488
  line end: 17498
item category: Weapon
category detail: Longsword
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

sword-of-life-stealing
type: MagicItem
name: Sword of Life Stealing
slug: sword-of-life-stealing
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.264
  heading: Sword of Life Stealing
  line start: 17500
  line end: 17502
item category: Weapon
category detail: Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.

sword-of-sharpness
type: MagicItem
name: Sword of Sharpness
slug: sword-of-sharpness
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.265
  heading: Sword of Sharpness
  line start: 17504
  line end: 17510
item category: Weapon
category detail: Glaive, Greatsword, Longsword, or Scimitar
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Glaive, Greatsword, Longsword, or Scimitar), Very Rare (Requires Attunement) When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.

sword-of-wounding
type: MagicItem
name: Sword of Wounding
slug: sword-of-wounding
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.266
  heading: Sword of Wounding
  line start: 17512
  line end: 17515
item category: Weapon
category detail: Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

talisman-of-pure-good
type: MagicItem
name: Talisman of Pure Good
slug: talisman-of-pure-good
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.267
  heading: Talisman of Pure Good
  line start: 17517
  line end: 17525
item category: Wondrous Item
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement by a Cleric or Paladin
rules text: Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.

talisman-of-the-sphere
type: MagicItem
name: Talisman of the Sphere
slug: talisman-of-the-sphere
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.268
  heading: Talisman of the Sphere
  line start: 17527
  line end: 17531
item category: Wondrous Item
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Legendary (Requires Attunement) While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line.

talisman-of-ultimate-evil
type: MagicItem
name: Talisman of Ultimate Evil
slug: talisman-of-ultimate-evil
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.269
  heading: Talisman of Ultimate Evil
  line start: 17533
  line end: 17541
item category: Wondrous Item
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Legendary (Requires Attunement) This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

thunderous-greatclub
type: MagicItem
name: Thunderous Greatclub
slug: thunderous-greatclub
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.270
  heading: Thunderous Greatclub
  line start: 17543
  line end: 17553
item category: Weapon
category detail: Greatclub
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren't being worn or carried take 3d8 Thunder damage. Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also concentrating, it must succeed on a DC 20 Constitution saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can't be used again until the next dawn.

tome-of-clear-thought
type: MagicItem
name: Tome of Clear Thought
slug: tome-of-clear-thought
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.271
  heading: Tome of Clear Thought
  line start: 17555
  line end: 17559
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
rules text: Wondrous Item, Very Rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

tome-of-leadership-and-influence
type: MagicItem
name: Tome of Leadership and Influence
slug: tome-of-leadership-and-influence
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.272
  heading: Tome of Leadership and Influence
  line start: 17561
  line end: 17565
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
rules text: Wondrous Item, Very Rare This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

tome-of-understanding
type: MagicItem
name: Tome of Understanding
slug: tome-of-understanding
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.273
  heading: Tome of Understanding
  line start: 17567
  line end: 17571
item category: Wondrous Item
rarity: Very Rare
requires attunement: false
rules text: Wondrous Item, Very Rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

trident-of-fish-command
type: MagicItem
name: Trident of Fish Command
slug: trident-of-fish-command
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.274
  heading: Trident of Fish Command
  line start: 17573
  line end: 17577
item category: Weapon
category detail: Trident
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Trident), Uncommon (Requires Attunement) This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.

universal-solvent
type: MagicItem
name: Universal Solvent
slug: universal-solvent
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.275
  heading: Universal Solvent
  line start: 17579
  line end: 17585
item category: Wondrous Item
rarity: Legendary
requires attunement: false
rules text: Wondrous Item, Legendary This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue.

vicious-weapon
type: MagicItem
name: Vicious Weapon
slug: vicious-weapon
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.276
  heading: Vicious Weapon
  line start: 17587
  line end: 17591
item category: Weapon
category detail: Any Simple or Martial
rarity: Rare
requires attunement: false
rules text: Weapon (Any Simple or Martial), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

vorpal-sword
type: MagicItem
name: Vorpal Sword
slug: vorpal-sword
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.277
  heading: Vorpal Sword
  line start: 17593
  line end: 17599
item category: Weapon
category detail: Glaive, Greatsword, Longsword, or Scimitar
rarity: Legendary
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Glaive, Greatsword, Longsword, or Scimitar), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.

wand-of-binding
type: MagicItem
name: Wand of Binding
slug: wand-of-binding
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.278
  heading: Wand of Binding
  line start: 17601
  line end: 17614
item category: Wand
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
related tables: 10-278-wand-of-binding-table-1
rules text: Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

wand-of-enemy-detection
type: MagicItem
name: Wand of Enemy Detection
slug: wand-of-enemy-detection
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.279
  heading: Wand of Enemy Detection
  line start: 17616
  line end: 17622
item category: Wand
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

wand-of-fear
type: MagicItem
name: Wand of Fear
slug: wand-of-fear
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.280
  heading: Wand of Fear
  line start: 17624
  line end: 17637
item category: Wand
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
related tables: 10-280-wand-of-fear-table-1
rules text: Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

wand-of-fireballs
type: MagicItem
name: Wand of Fireballs
slug: wand-of-fireballs
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.281
  heading: Wand of Fireballs
  line start: 17639
  line end: 17645
item category: Wand
rarity: Rare
requires attunement: true
attunement note: Requires Attunement by a Spellcaster
rules text: Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

wand-of-lightning-bolts
type: MagicItem
name: Wand of Lightning Bolts
slug: wand-of-lightning-bolts
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.282
  heading: Wand of Lightning Bolts
  line start: 17647
  line end: 17653
item category: Wand
rarity: Rare
requires attunement: true
attunement note: Requires Attunement by a Spellcaster
rules text: Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

wand-of-magic-detection
type: MagicItem
name: Wand of Magic Detection
slug: wand-of-magic-detection
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.283
  heading: Wand of Magic Detection
  line start: 17655
  line end: 17659
item category: Wand
rarity: Uncommon
requires attunement: false
rules text: Wand, Uncommon This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.

wand-of-magic-missiles
type: MagicItem
name: Wand of Magic Missiles
slug: wand-of-magic-missiles
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.284
  heading: Wand of Magic Missiles
  line start: 17661
  line end: 17667
item category: Wand
rarity: Uncommon
requires attunement: false
rules text: Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

wand-of-paralysis
type: MagicItem
name: Wand of Paralysis
slug: wand-of-paralysis
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.285
  heading: Wand of Paralysis
  line start: 17669
  line end: 17675
item category: Wand
rarity: Rare
requires attunement: true
attunement note: Requires Attunement by a Spellcaster
rules text: Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

wand-of-polymorph
type: MagicItem
name: Wand of Polymorph
slug: wand-of-polymorph
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.286
  heading: Wand of Polymorph
  line start: 17677
  line end: 17683
item category: Wand
rarity: Very Rare
requires attunement: true
attunement note: Requires Attunement by a Spellcaster
rules text: Wand, Very Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

wand-of-secrets
type: MagicItem
name: Wand of Secrets
slug: wand-of-secrets
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.287
  heading: Wand of Secrets
  line start: 17685
  line end: 17689
item category: Wand
rarity: Uncommon
requires attunement: false
rules text: Wand, Uncommon This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.

wand-of-the-war-mage-1-2-or-3
type: MagicItem
name: Wand of the War Mage, +1, +2, or +3
slug: wand-of-the-war-mage-1-2-or-3
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.288
  heading: Wand of the War Mage, +1, +2, or +3
  line start: 17691
  line end: 17695
item category: Wand
rarities:
  rarity: Uncommon
  variant: +1
rarities:
  rarity: Rare
  variant: +2
rarities:
  rarity: Very Rare
  variant: +3
requires attunement: true
attunement note: Requires Attunement by a Spellcaster
rules text: Wand, Uncommon (+1), Rare (+2), or Very Rare (+3) (Requires Attunement by a Spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll.

wand-of-web
type: MagicItem
name: Wand of Web
slug: wand-of-web
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.289
  heading: Wand of Web
  line start: 17697
  line end: 17703
item category: Wand
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement by a Spellcaster
rules text: Wand, Uncommon (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

wand-of-wonder
type: MagicItem
name: Wand of Wonder
slug: wand-of-wonder
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.290
  heading: Wand of Wonder
  line start: 17705
  line end: 17739
item category: Wand
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
related tables: 10-290-wand-of-wonder-effects
rules text: Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the GM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects

weapon-1-2-or-3
type: MagicItem
name: Weapon, +1, +2, or +3
slug: weapon-1-2-or-3
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.291
  heading: Weapon, +1, +2, or +3
  line start: 17741
  line end: 17745
item category: Weapon
category detail: Any Simple or Martial
rarities:
  rarity: Uncommon
  variant: +1
rarities:
  rarity: Rare
  variant: +2
rarities:
  rarity: Very Rare
  variant: +3
requires attunement: false
rules text: Weapon (Any Simple or Martial), Uncommon (+1), Rare (+2), or Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.

weapon-of-warning
type: MagicItem
name: Weapon of Warning
slug: weapon-of-warning
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.292
  heading: Weapon of Warning
  line start: 17747
  line end: 17755
item category: Weapon
category detail: Any Simple or Martial
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Weapon (Any Simple or Martial), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.

well-of-many-worlds
type: MagicItem
name: Well of Many Worlds
slug: well-of-many-worlds
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.293
  heading: Well of Many Worlds
  line start: 17757
  line end: 17765
item category: Wondrous Item
rarity: Legendary
requires attunement: false
rules text: Wondrous Item, Legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up. Once the Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours.

wind-fan
type: MagicItem
name: Wind Fan
slug: wind-fan
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.294
  heading: Wind Fan
  line start: 17767
  line end: 17771
item category: Wondrous Item
rarity: Uncommon
requires attunement: false
rules text: Wondrous Item, Uncommon While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters.

winged-boots
type: MagicItem
name: Winged Boots
slug: winged-boots
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.295
  heading: Winged Boots
  line start: 17773
  line end: 17777
item category: Wondrous Item
rarity: Uncommon
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

wings-of-flying
type: MagicItem
name: Wings of Flying
slug: wings-of-flying
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.296
  heading: Wings of Flying
  line start: 17779
  line end: 17785
item category: Wondrous Item
rarity: Rare
requires attunement: true
attunement note: Requires Attunement
rules text: Wondrous Item, Rare (Requires Attunement) While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours. ---

aboleth
type: Monster
name: Aboleth
slug: aboleth
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.2
  heading: Aboleth
  line start: 18070
  line end: 18125
size type alignment: Large Aberration, Lawful Evil
size and type: Large Aberration
alignment: Lawful Evil
armor class: 17
initiative: +7 (17)
hit points: 150 (20d10 + 40)
speed: 10 ft., Swim 40 ft.
skills: History +12, Perception +10
senses: Darkvision 120 ft.; Passive Perception 20
languages: Deep Speech; telepathy 120 ft.
challenge: 10 (XP 5,900, or 7,200 in lair; PB +4)
armor class value: 17
hit points value: 150
hit points roll:
  expression: 20d10+40
  count: 20
  sides: 10
  modifier: 40
challenge rating: 10
experience points: 5900
proficiency bonus: 4
abilities:
  str:
    score: 21
    modifier: 5
    saving throw: 5
  dex:
    score: 9
    modifier: -1
    saving throw: 3
  con:
    score: 15
    modifier: 2
    saving throw: 6
  int:
    score: 18
    modifier: 4
    saving throw: 8
  wis:
    score: 15
    modifier: 2
    saving throw: 6
  cha:
    score: 18
    modifier: 4
    saving throw: 4
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.2
    heading: Traits
    line start: 18091
    line end: 18103
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.2
    heading: Actions
    line start: 18105
    line end: 18117
stat sections:
  name: Legendary Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.2
    heading: Legendary Actions
    line start: 18119
    line end: 18125
rules text: Large Aberration, Lawful Evil AC 17 Initiative +7 (17) HP 150 (20d10 + 40) Speed 10 ft., Swim 40 ft. Skills History +12, Perception +10 Senses Darkvision 120 ft.; Passive Perception 20 Languages Deep Speech; telepathy 120 ft. CR 10 (XP 5,900, or 7,200 in lair; PB +4) 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/…
attacks:
  name: Tentacle
  attack type: Melee
  damage components:
    average damage: 12
    damage type: Bludgeoning
    damage roll:
      expression: 2d6+5
      count: 2
      sides: 6
      modifier: 5
  source text: 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.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 9
  reach feet: 15

adult-black-dragon
type: Monster
name: Adult Black Dragon
slug: adult-black-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.28
  heading: Adult Black Dragon
  line start: 18771
  line end: 18817
size type alignment: Huge Dragon (Chromatic), Chaotic Evil
size and type: Huge Dragon (Chromatic)
alignment: Chaotic Evil
armor class: 19
initiative: +12 (22)
hit points: 195 (17d12 + 85)
speed: 40 ft., Fly 80 ft., Swim 40 ft.
skills: Perception +11, Stealth +7
immunities: Acid
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
languages: Common, Draconic
challenge: 14 (XP 11,500, or 13,000 in lair; PB +5)
armor class value: 19
hit points value: 195
hit points roll:
  expression: 17d12+85
  count: 17
  sides: 12
  modifier: 85
challenge rating: 14
experience points: 11500
proficiency bonus: 5
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 14
    modifier: 2
    saving throw: 4
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 11
    modifier: 0
    saving throw: 2
  cha:
    score: 13
    modifier: 1
    saving throw: 1
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.28
    heading: Traits
    line start: 18791
    line end: 18795
stat sections:
  name: Actions
  rules text: 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-foot-wide 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
  source locator:
    chapter: Monsters A-Z
    section: 12.28
    heading: Actions
    line start: 18797
    line end: 18807
stat sections:
  name: Legendary Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.28
    heading: Legendary Actions
    line start: 18809
    line end: 18817
rules text: Huge Dragon (Chromatic), Chaotic Evil AC 19 Initiative +12 (22) HP 195 (17d12 + 85) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +11, Stealth +7 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 14 (XP 11,500, or 13,000 in lair; PB +5) 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-foot-wide 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.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 13
    damage type: Slashing
    damage roll:
      expression: 2d6+6
      count: 2
      sides: 6
      modifier: 6
  damage components:
    average damage: 4
    damage type: Acid
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 11
  reach feet: 10

adult-blue-dragon
type: Monster
name: Adult Blue Dragon
slug: adult-blue-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.35
  heading: Adult Blue Dragon
  line start: 18997
  line end: 19043
size type alignment: Huge Dragon (Chromatic), Lawful Evil
size and type: Huge Dragon (Chromatic)
alignment: Lawful Evil
armor class: 19
initiative: +10 (20)
hit points: 212 (17d12 + 102)
speed: 40 ft., Burrow 30 ft., Fly 80 ft.
skills: Perception +12, Stealth +5
immunities: Lightning
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
languages: Common, Draconic
challenge: 16 (XP 15,000, or 18,000 in lair; PB +5)
armor class value: 19
hit points value: 212
hit points roll:
  expression: 17d12+102
  count: 17
  sides: 12
  modifier: 102
challenge rating: 16
experience points: 15000
proficiency bonus: 5
abilities:
  str:
    score: 25
    modifier: 7
    saving throw: 7
  dex:
    score: 10
    modifier: 0
    saving throw: 5
  con:
    score: 23
    modifier: 6
    saving throw: 6
  int:
    score: 16
    modifier: 3
    saving throw: 3
  wis:
    score: 15
    modifier: 2
    saving throw: 7
  cha:
    score: 20
    modifier: 5
    saving throw: 5
stat sections:
  name: Traits
  rules text: Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.35
    heading: Traits
    line start: 19017
    line end: 19019
stat sections:
  name: Actions
  rules text: 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-foot-wide 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
  source locator:
    chapter: Monsters A-Z
    section: 12.35
    heading: Actions
    line start: 19021
    line end: 19033
stat sections:
  name: Legendary Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.35
    heading: Legendary Actions
    line start: 19035
    line end: 19043
rules text: Huge Dragon (Chromatic), Lawful Evil AC 19 Initiative +10 (20) HP 212 (17d12 + 102) Speed 40 ft., Burrow 30 ft., Fly 80 ft. Skills Perception +12, Stealth +5 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 16 (XP 15,000, or 18,000 in lair; PB +5) Traits Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of 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-foot-wide 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.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 16
    damage type: Slashing
    damage roll:
      expression: 2d8+7
      count: 2
      sides: 8
      modifier: 7
  damage components:
    average damage: 5
    damage type: Lightning
    damage roll:
      expression: 1d10
      count: 1
      sides: 10
  source text: Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 12
  reach feet: 10

adult-brass-dragon
type: Monster
name: Adult Brass Dragon
slug: adult-brass-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.41
  heading: Adult Brass Dragon
  line start: 19192
  line end: 19240
size type alignment: Huge Dragon (Metallic), Chaotic Good
size and type: Huge Dragon (Metallic)
alignment: Chaotic Good
armor class: 18
initiative: +10 (20)
hit points: 172 (15d12 + 75)
speed: 40 ft., Burrow 30 ft., Fly 80 ft.
skills: History +7, Perception +11, Persuasion +8, Stealth +5
immunities: Fire
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
languages: Common, Draconic
challenge: 13 (XP 10,000, or 11,500 in lair; PB +5)
armor class value: 18
hit points value: 172
hit points roll:
  expression: 15d12+75
  count: 15
  sides: 12
  modifier: 75
challenge rating: 13
experience points: 10000
proficiency bonus: 5
abilities:
  str:
    score: 23
    modifier: 6
    saving throw: 6
  dex:
    score: 10
    modifier: 0
    saving throw: 5
  con:
    score: 21
    modifier: 5
    saving throw: 5
  int:
    score: 14
    modifier: 2
    saving throw: 2
  wis:
    score: 13
    modifier: 1
    saving throw: 6
  cha:
    score: 17
    modifier: 3
    saving throw: 3
stat sections:
  name: Traits
  rules text: Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.41
    heading: Traits
    line start: 19212
    line end: 19214
stat sections:
  name: Actions
  rules text: 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-foot-wide 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
  source locator:
    chapter: Monsters A-Z
    section: 12.41
    heading: Actions
    line start: 19216
    line end: 19230
stat sections:
  name: Legendary Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.41
    heading: Legendary Actions
    line start: 19232
    line end: 19240
rules text: Huge Dragon (Metallic), Chaotic Good AC 18 Initiative +10 (20) HP 172 (15d12 + 75) Speed 40 ft., Burrow 30 ft., Fly 80 ft. Skills History +7, Perception +11, Persuasion +8, Stealth +5 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 13 (XP 10,000, or 11,500 in lair; PB +5) Traits Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) 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-foot-wide 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 Spellcasti…
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 17
    damage type: Slashing
    damage roll:
      expression: 2d10+6
      count: 2
      sides: 10
      modifier: 6
  damage components:
    average damage: 4
    damage type: Fire
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 11
  reach feet: 10

adult-bronze-dragon
type: Monster
name: Adult Bronze Dragon
slug: adult-bronze-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.46
  heading: Adult Bronze Dragon
  line start: 19362
  line end: 19414
size type alignment: Huge Dragon (Metallic), Lawful Good
size and type: Huge Dragon (Metallic)
alignment: Lawful Good
armor class: 18
initiative: +10 (20)
hit points: 212 (17d12 + 102)
speed: 40 ft., Fly 80 ft., Swim 40 ft.
skills: Insight +7, Perception +12, Stealth +5
immunities: Lightning
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
languages: Common, Draconic
challenge: 15 (XP 13,000, or 15,000 in lair; PB +5)
armor class value: 18
hit points value: 212
hit points roll:
  expression: 17d12+102
  count: 17
  sides: 12
  modifier: 102
challenge rating: 15
experience points: 13000
proficiency bonus: 5
abilities:
  str:
    score: 25
    modifier: 7
    saving throw: 7
  dex:
    score: 10
    modifier: 0
    saving throw: 5
  con:
    score: 23
    modifier: 6
    saving throw: 6
  int:
    score: 16
    modifier: 3
    saving throw: 3
  wis:
    score: 15
    modifier: 2
    saving throw: 7
  cha:
    score: 20
    modifier: 5
    saving throw: 5
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.46
    heading: Traits
    line start: 19382
    line end: 19386
stat sections:
  name: Actions
  rules text: 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-foot-wide 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
  source locator:
    chapter: Monsters A-Z
    section: 12.46
    heading: Actions
    line start: 19388
    line end: 19402
stat sections:
  name: Legendary Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.46
    heading: Legendary Actions
    line start: 19404
    line end: 19414
rules text: Huge Dragon (Metallic), Lawful Good AC 18 Initiative +10 (20) HP 212 (17d12 + 102) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +7, Perception +12, Stealth +5 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 15 (XP 13,000, or 15,000 in lair; PB +5) 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-foot-wide 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 …
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 16
    damage type: Slashing
    damage roll:
      expression: 2d8+7
      count: 2
      sides: 8
      modifier: 7
  damage components:
    average damage: 5
    damage type: Lightning
    damage roll:
      expression: 1d10
      count: 1
      sides: 10
  source text: Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 12
  reach feet: 10

adult-copper-dragon
type: Monster
name: Adult Copper Dragon
slug: adult-copper-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.65
  heading: Adult Copper Dragon
  line start: 19956
  line end: 20004
size type alignment: Huge Dragon (Metallic), Chaotic Good
size and type: Huge Dragon (Metallic)
alignment: Chaotic Good
armor class: 18
initiative: +11 (21)
hit points: 184 (16d12 + 80)
speed: 40 ft., Climb 40 ft., Fly 80 ft.
skills: Deception +9, Perception +12, Stealth +6
immunities: Acid
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
languages: Common, Draconic
challenge: 14 (XP 11,500, or 13,000 in lair; PB +5)
armor class value: 18
hit points value: 184
hit points roll:
  expression: 16d12+80
  count: 16
  sides: 12
  modifier: 80
challenge rating: 14
experience points: 11500
proficiency bonus: 5
abilities:
  str:
    score: 23
    modifier: 6
    saving throw: 6
  dex:
    score: 12
    modifier: 1
    saving throw: 6
  con:
    score: 21
    modifier: 5
    saving throw: 5
  int:
    score: 18
    modifier: 4
    saving throw: 4
  wis:
    score: 15
    modifier: 2
    saving throw: 7
  cha:
    score: 18
    modifier: 4
    saving throw: 4
stat sections:
  name: Traits
  rules text: Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.65
    heading: Traits
    line start: 19976
    line end: 19978
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image
  source locator:
    chapter: Monsters A-Z
    section: 12.65
    heading: Actions
    line start: 19980
    line end: 19994
stat sections:
  name: Legendary Actions
  rules text: Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 17, one creature the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn. Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 4 version). The dragon can't take this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
  source locator:
    chapter: Monsters A-Z
    section: 12.65
    heading: Legendary Actions
    line start: 19996
    line end: 20004
rules text: Huge Dragon (Metallic), Chaotic Good AC 18 Initiative +11 (21) HP 184 (16d12 + 80) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Deception +9, Perception +12, Stealth +6 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 14 (XP 11,500, or 13,000 in lair; PB +5) Traits Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image Legendary Actions Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 17, one creature the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn,…
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 17
    damage type: Slashing
    damage roll:
      expression: 2d10+6
      count: 2
      sides: 10
      modifier: 6
  damage components:
    average damage: 4
    damage type: Acid
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 11
  reach feet: 10

adult-gold-dragon
type: Monster
name: Adult Gold Dragon
slug: adult-gold-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.112
  heading: Adult Gold Dragon
  line start: 21462
  line end: 21512
size type alignment: Huge Dragon (Metallic), Lawful Good
size and type: Huge Dragon (Metallic)
alignment: Lawful Good
armor class: 19
initiative: +14 (24)
hit points: 243 (18d12 + 126)
speed: 40 ft., Fly 80 ft., Swim 40 ft.
skills: Insight +8, Perception +14, Persuasion +13, Stealth +8
immunities: Fire
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24
languages: Common, Draconic
challenge: 17 (XP 18,000, or 20,000 in lair; PB +6)
armor class value: 19
hit points value: 243
hit points roll:
  expression: 18d12+126
  count: 18
  sides: 12
  modifier: 126
challenge rating: 17
experience points: 18000
proficiency bonus: 6
abilities:
  str:
    score: 27
    modifier: 8
    saving throw: 8
  dex:
    score: 14
    modifier: 2
    saving throw: 8
  con:
    score: 25
    modifier: 7
    saving throw: 7
  int:
    score: 16
    modifier: 3
    saving throw: 3
  wis:
    score: 15
    modifier: 2
    saving throw: 8
  cha:
    score: 24
    modifier: 7
    saving throw: 7
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.112
    heading: Traits
    line start: 21482
    line end: 21486
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire 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: 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) 1/Day Each: Flame Strike, Zone of Truth Weakening Breath. Strength Saving Throw: DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.112
    heading: Actions
    line start: 21488
    line end: 21502
stat sections:
  name: Legendary Actions
  rules text: 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. Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take this action again until the start of its next turn. 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.112
    heading: Legendary Actions
    line start: 21504
    line end: 21512
rules text: Huge Dragon (Metallic), Lawful Good AC 19 Initiative +14 (24) HP 243 (18d12 + 126) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +8, Perception +14, Persuasion +13, Stealth +8 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24 Languages Common, Draconic CR 17 (XP 18,000, or 20,000 in lair; PB +6) 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) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire 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: 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) 1/Day Each: Flame Strike, Zone of Truth Weakening Breath. Strength Saving Throw: DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It 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. 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 tu…
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 17
    damage type: Slashing
    damage roll:
      expression: 2d8+8
      count: 2
      sides: 8
      modifier: 8
  damage components:
    average damage: 4
    damage type: Fire
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 14
  reach feet: 10

adult-green-dragon
type: Monster
name: Adult Green Dragon
slug: adult-green-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.119
  heading: Adult Green Dragon
  line start: 21703
  line end: 21750
size type alignment: Huge Dragon (Chromatic), Lawful Evil
size and type: Huge Dragon (Chromatic)
alignment: Lawful Evil
armor class: 19
initiative: +11 (21)
hit points: 207 (18d12 + 90)
speed: 40 ft., Fly 80 ft., Swim 40 ft.
skills: Deception +9, Perception +12, Persuasion +9, Stealth +6
immunities: Poison; Poisoned
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
languages: Common, Draconic
challenge: 15 (XP 13,000, or 15,000 in lair; PB +5)
armor class value: 19
hit points value: 207
hit points roll:
  expression: 18d12+90
  count: 18
  sides: 12
  modifier: 90
challenge rating: 15
experience points: 13000
proficiency bonus: 5
abilities:
  str:
    score: 23
    modifier: 6
    saving throw: 6
  dex:
    score: 12
    modifier: 1
    saving throw: 6
  con:
    score: 21
    modifier: 5
    saving throw: 5
  int:
    score: 18
    modifier: 4
    saving throw: 4
  wis:
    score: 15
    modifier: 2
    saving throw: 7
  cha:
    score: 18
    modifier: 4
    saving throw: 4
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.119
    heading: Traits
    line start: 21723
    line end: 21727
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison 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): At Will: Detect Magic, Mind Spike (level 3 version) 1/Day: Geas
  source locator:
    chapter: Monsters A-Z
    section: 12.119
    heading: Actions
    line start: 21729
    line end: 21740
stat sections:
  name: Legendary Actions
  rules text: 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. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 3 version). Noxious Miasma. 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: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC 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. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
  source locator:
    chapter: Monsters A-Z
    section: 12.119
    heading: Legendary Actions
    line start: 21742
    line end: 21750
rules text: Huge Dragon (Chromatic), Lawful Evil AC 19 Initiative +11 (21) HP 207 (18d12 + 90) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Deception +9, Perception +12, Persuasion +9, Stealth +6 Immunities Poison; Poisoned Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 15 (XP 13,000, or 15,000 in lair; PB +5) 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 Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison 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): At Will: Detect Magic, Mind Spike (level 3 version) 1/Day: Geas 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. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 3 version). Noxious Miasma. 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: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC 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. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
condition immunities: poisoned
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 15
    damage type: Slashing
    damage roll:
      expression: 2d8+6
      count: 2
      sides: 8
      modifier: 6
  damage components:
    average damage: 7
    damage type: Poison
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 11
  reach feet: 10

adult-red-dragon
type: Monster
name: Adult Red Dragon
slug: adult-red-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.199
  heading: Adult Red Dragon
  line start: 24241
  line end: 24287
size type alignment: Huge Dragon (Chromatic), Chaotic Evil
size and type: Huge Dragon (Chromatic)
alignment: Chaotic Evil
armor class: 19
initiative: +12 (22)
hit points: 256 (19d12 + 133)
speed: 40 ft., Climb 40 ft., Fly 80 ft.
skills: Perception +13, Stealth +6
immunities: Fire
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23
languages: Common, Draconic
challenge: 17 (XP 18,000, or 20,000 in lair; PB +6)
armor class value: 19
hit points value: 256
hit points roll:
  expression: 19d12+133
  count: 19
  sides: 12
  modifier: 133
challenge rating: 17
experience points: 18000
proficiency bonus: 6
abilities:
  str:
    score: 27
    modifier: 8
    saving throw: 8
  dex:
    score: 10
    modifier: 0
    saving throw: 6
  con:
    score: 25
    modifier: 7
    saving throw: 7
  int:
    score: 16
    modifier: 3
    saving throw: 3
  wis:
    score: 13
    modifier: 1
    saving throw: 7
  cha:
    score: 23
    modifier: 6
    saving throw: 6
stat sections:
  name: Traits
  rules text: Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.199
    heading: Traits
    line start: 24261
    line end: 24263
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire 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 20, +12 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: Fireball
  source locator:
    chapter: Monsters A-Z
    section: 12.199
    heading: Actions
    line start: 24265
    line end: 24277
stat sections:
  name: Legendary Actions
  rules text: 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. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.199
    heading: Legendary Actions
    line start: 24279
    line end: 24287
rules text: Huge Dragon (Chromatic), Chaotic Evil AC 19 Initiative +12 (22) HP 256 (19d12 + 133) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Perception +13, Stealth +6 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23 Languages Common, Draconic CR 17 (XP 18,000, or 20,000 in lair; PB +6) 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 Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire 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 20, +12 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: Fireball 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. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. 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.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 13
    damage type: Slashing
    damage roll:
      expression: 1d10+8
      count: 1
      sides: 10
      modifier: 8
  damage components:
    average damage: 5
    damage type: Fire
    damage roll:
      expression: 2d4
      count: 2
      sides: 4
  source text: Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 14
  reach feet: 10

adult-silver-dragon
type: Monster
name: Adult Silver Dragon
slug: adult-silver-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.217
  heading: Adult Silver Dragon
  line start: 24834
  line end: 24882
size type alignment: Huge Dragon (Metallic), Lawful Good
size and type: Huge Dragon (Metallic)
alignment: Lawful Good
armor class: 19
initiative: +10 (20)
hit points: 216 (16d12 + 112)
speed: 40 ft., Fly 80 ft.
skills: History +8, Perception +11, Stealth +5
immunities: Cold
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
languages: Common, Draconic
challenge: 16 (XP 15,000, or 18,000 in lair; PB +5)
armor class value: 19
hit points value: 216
hit points roll:
  expression: 16d12+112
  count: 16
  sides: 12
  modifier: 112
challenge rating: 16
experience points: 15000
proficiency bonus: 5
abilities:
  str:
    score: 27
    modifier: 8
    saving throw: 8
  dex:
    score: 10
    modifier: 0
    saving throw: 5
  con:
    score: 25
    modifier: 7
    saving throw: 7
  int:
    score: 16
    modifier: 3
    saving throw: 3
  wis:
    score: 13
    modifier: 1
    saving throw: 6
  cha:
    score: 22
    modifier: 6
    saving throw: 6
stat sections:
  name: Traits
  rules text: Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.217
    heading: Traits
    line start: 24854
    line end: 24856
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it 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. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone of Truth
  source locator:
    chapter: Monsters A-Z
    section: 12.217
    heading: Actions
    line start: 24858
    line end: 24872
stat sections:
  name: Legendary Actions
  rules text: 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. Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn. Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.217
    heading: Legendary Actions
    line start: 24874
    line end: 24882
rules text: Huge Dragon (Metallic), Lawful Good AC 19 Initiative +10 (20) HP 216 (16d12 + 112) Speed 40 ft., Fly 80 ft. Skills History +8, Perception +11, Stealth +5 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 16 (XP 15,000, or 18,000 in lair; PB +5) Traits Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it 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. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone of Truth 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. Chill. The dragon uses Spellcasting to cast Hold Monster. …
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 17
    damage type: Slashing
    damage roll:
      expression: 2d8+8
      count: 2
      sides: 8
      modifier: 8
  damage components:
    average damage: 4
    damage type: Cold
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 13
  reach feet: 10

adult-white-dragon
type: Monster
name: Adult White Dragon
slug: adult-white-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.262
  heading: Adult White Dragon
  line start: 26354
  line end: 26397
size type alignment: Huge Dragon (Chromatic), Chaotic Evil
size and type: Huge Dragon (Chromatic)
alignment: Chaotic Evil
armor class: 18
initiative: +10 (20)
hit points: 200 (16d12 + 96)
speed: 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft.
skills: Perception +11, Stealth +5
immunities: Cold
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
languages: Common, Draconic
challenge: 13 (XP 10,000, or 11,500 in lair; PB +5)
armor class value: 18
hit points value: 200
hit points roll:
  expression: 16d12+96
  count: 16
  sides: 12
  modifier: 96
challenge rating: 13
experience points: 10000
proficiency bonus: 5
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 10
    modifier: 0
    saving throw: 2
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 5
    modifier: -3
    saving throw: -3
  wis:
    score: 10
    modifier: 0
    saving throw: 2
  cha:
    score: 11
    modifier: 0
    saving throw: 0
stat sections:
  name: Traits
  rules text: Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.262
    heading: Traits
    line start: 26374
    line end: 26378
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.262
    heading: Actions
    line start: 26380
    line end: 26387
stat sections:
  name: Legendary Actions
  rules text: 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. Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.262
    heading: Legendary Actions
    line start: 26389
    line end: 26397
rules text: Huge Dragon (Chromatic), Chaotic Evil AC 18 Initiative +10 (20) HP 200 (16d12 + 96) Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft. Skills Perception +11, Stealth +5 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 13 (XP 10,000, or 11,500 in lair; PB +5) Traits Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. 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. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage. 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. Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). 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.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 13
    damage type: Slashing
    damage roll:
      expression: 2d6+6
      count: 2
      sides: 6
      modifier: 6
  damage components:
    average damage: 4
    damage type: Cold
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 11
  reach feet: 10

air-elemental
type: Monster
name: Air Elemental
slug: air-elemental
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.3
  heading: Air Elemental
  line start: 18127
  line end: 18160
size type alignment: Large Elemental, Neutral
size and type: Large Elemental
alignment: Neutral
armor class: 15
initiative: +5 (15)
hit points: 90 (12d10 + 24)
speed: 10 ft., Fly 90 ft. (hover)
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)
challenge: 5 (XP 1,800; PB +3)
armor class value: 15
hit points value: 90
hit points roll:
  expression: 12d10+24
  count: 12
  sides: 10
  modifier: 24
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 20
    modifier: 5
    saving throw: 5
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 6
    modifier: -2
    saving throw: -2
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.3
    heading: Traits
    line start: 18149
    line end: 18151
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.3
    heading: Actions
    line start: 18153
    line end: 18160
rules text: Large Elemental, Neutral AC 15 Initiative +5 (15) HP 90 (12d10 + 24) Speed 10 ft., Fly 90 ft. (hover) 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) CR 5 (XP 1,800; PB +3) 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.
condition immunities: exhaustion
condition immunities: grappled
condition immunities: paralyzed
condition immunities: petrified
condition immunities: poisoned
condition immunities: prone
condition immunities: restrained
condition immunities: unconscious
attacks:
  name: Thunderous Slam
  attack type: Melee
  damage components:
    average damage: 14
    damage type: Thunder
    damage roll:
      expression: 2d8+5
      count: 2
      sides: 8
      modifier: 5
  source text: Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 8
  reach feet: 10

allosaurus
type: Monster
name: Allosaurus
slug: allosaurus
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.2
  heading: Allosaurus
  line start: 26748
  line end: 26771
size type alignment: Large Beast (Dinosaur), Unaligned
size and type: Large Beast (Dinosaur)
alignment: Unaligned
armor class: 13
initiative: +1 (11)
hit points: 51 (6d10 + 18)
speed: 60 ft.
skills: Perception +5
senses: Passive Perception 15
languages: None
challenge: 2 (XP 450; PB +2)
armor class value: 13
hit points value: 51
hit points roll:
  expression: 6d10+18
  count: 6
  sides: 10
  modifier: 18
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 4
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 17
    modifier: 3
    saving throw: 3
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it.
  source locator:
    chapter: Animals
    section: 13.2
    heading: Actions
    line start: 26767
    line end: 26771
rules text: Large Beast (Dinosaur), Unaligned AC 13 Initiative +1 (11) HP 51 (6d10 + 18) Speed 60 ft. Skills Perception +5 Senses Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actions Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 15
    damage type: Piercing
    damage roll:
      expression: 2d10+4
      count: 2
      sides: 10
      modifier: 4
  source text: Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 6
  reach feet: 5
attacks:
  name: Claws
  attack type: Melee
  damage components:
    average damage: 8
    damage type: Slashing
    damage roll:
      expression: 1d8+4
      count: 1
      sides: 8
      modifier: 4
  source text: Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 5

ancient-black-dragon
type: Monster
name: Ancient Black Dragon
slug: ancient-black-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.29
  heading: Ancient Black Dragon
  line start: 18819
  line end: 18867
size type alignment: Gargantuan Dragon (Chromatic), Chaotic Evil
size and type: Gargantuan Dragon (Chromatic)
alignment: Chaotic Evil
armor class: 22
initiative: +16 (26)
hit points: 367 (21d20 + 147)
speed: 40 ft., Fly 80 ft., Swim 40 ft.
skills: Perception +16, Stealth +9
immunities: Acid
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
languages: Common, Draconic
challenge: 21 (XP 33,000, or 41,000 in lair; PB +7)
armor class value: 22
hit points value: 367
hit points roll:
  expression: 21d20+147
  count: 21
  sides: 20
  modifier: 147
challenge rating: 21
experience points: 33000
proficiency bonus: 7
abilities:
  str:
    score: 27
    modifier: 8
    saving throw: 8
  dex:
    score: 14
    modifier: 2
    saving throw: 9
  con:
    score: 25
    modifier: 7
    saving throw: 7
  int:
    score: 16
    modifier: 3
    saving throw: 3
  wis:
    score: 15
    modifier: 2
    saving throw: 9
  cha:
    score: 22
    modifier: 6
    saving throw: 6
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.29
    heading: Traits
    line start: 18839
    line end: 18843
stat sections:
  name: Actions
  rules text: 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-foot-wide 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)
  source locator:
    chapter: Monsters A-Z
    section: 12.29
    heading: Actions
    line start: 18845
    line end: 18857
stat sections:
  name: Legendary Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.29
    heading: Legendary Actions
    line start: 18859
    line end: 18867
rules text: Gargantuan Dragon (Chromatic), Chaotic Evil AC 22 Initiative +16 (26) HP 367 (21d20 + 147) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +16, Stealth +9 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 21 (XP 33,000, or 41,000 in lair; PB +7) 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-foot-wide 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 m…
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 17
    damage type: Slashing
    damage roll:
      expression: 2d8+8
      count: 2
      sides: 8
      modifier: 8
  damage components:
    average damage: 9
    damage type: Acid
    damage roll:
      expression: 2d8
      count: 2
      sides: 8
  source text: Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 15
  reach feet: 15

ancient-blue-dragon
type: Monster
name: Ancient Blue Dragon
slug: ancient-blue-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.36
  heading: Ancient Blue Dragon
  line start: 19045
  line end: 19091
size type alignment: Gargantuan Dragon (Chromatic), Lawful Evil
size and type: Gargantuan Dragon (Chromatic)
alignment: Lawful Evil
armor class: 22
initiative: +14 (24)
hit points: 481 (26d20 + 208)
speed: 40 ft., Burrow 40 ft., Fly 80 ft.
skills: Perception +17, Stealth +7
immunities: Lightning
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
languages: Common, Draconic
challenge: 23 (XP 50,000, or 62,000 in lair; PB +7)
armor class value: 22
hit points value: 481
hit points roll:
  expression: 26d20+208
  count: 26
  sides: 20
  modifier: 208
challenge rating: 23
experience points: 50000
proficiency bonus: 7
abilities:
  str:
    score: 29
    modifier: 9
    saving throw: 9
  dex:
    score: 10
    modifier: 0
    saving throw: 7
  con:
    score: 27
    modifier: 8
    saving throw: 8
  int:
    score: 18
    modifier: 4
    saving throw: 4
  wis:
    score: 17
    modifier: 3
    saving throw: 10
  cha:
    score: 25
    modifier: 7
    saving throw: 7
stat sections:
  name: Traits
  rules text: Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.36
    heading: Traits
    line start: 19065
    line end: 19067
stat sections:
  name: Actions
  rules text: 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
  source locator:
    chapter: Monsters A-Z
    section: 12.36
    heading: Actions
    line start: 19069
    line end: 19081
stat sections:
  name: Legendary Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.36
    heading: Legendary Actions
    line start: 19083
    line end: 19091
rules text: Gargantuan Dragon (Chromatic), Lawful Evil AC 22 Initiative +14 (24) HP 481 (26d20 + 208) Speed 40 ft., Burrow 40 ft., Fly 80 ft. Skills Perception +17, Stealth +7 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 23 (XP 50,000, or 62,000 in lair; PB +7) Traits Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of 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.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 18
    damage type: Slashing
    damage roll:
      expression: 2d8+9
      count: 2
      sides: 8
      modifier: 9
  damage components:
    average damage: 11
    damage type: Lightning
    damage roll:
      expression: 2d10
      count: 2
      sides: 10
  source text: Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 16
  reach feet: 15

ancient-brass-dragon
type: Monster
name: Ancient Brass Dragon
slug: ancient-brass-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.42
  heading: Ancient Brass Dragon
  line start: 19242
  line end: 19290
size type alignment: Gargantuan Dragon (Metallic), Chaotic Good
size and type: Gargantuan Dragon (Metallic)
alignment: Chaotic Good
armor class: 20
initiative: +12 (22)
hit points: 332 (19d20 + 133)
speed: 40 ft., Burrow 40 ft., Fly 80 ft.
skills: History +9, Perception +14, Persuasion +12, Stealth +6
immunities: Fire
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24
languages: Common, Draconic
challenge: 20 (XP 25,000, or 33,000 in lair; PB +6)
armor class value: 20
hit points value: 332
hit points roll:
  expression: 19d20+133
  count: 19
  sides: 20
  modifier: 133
challenge rating: 20
experience points: 25000
proficiency bonus: 6
abilities:
  str:
    score: 27
    modifier: 8
    saving throw: 8
  dex:
    score: 10
    modifier: 0
    saving throw: 6
  con:
    score: 25
    modifier: 7
    saving throw: 7
  int:
    score: 16
    modifier: 3
    saving throw: 3
  wis:
    score: 15
    modifier: 2
    saving throw: 8
  cha:
    score: 22
    modifier: 6
    saving throw: 6
stat sections:
  name: Traits
  rules text: Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.42
    heading: Traits
    line start: 19262
    line end: 19264
stat sections:
  name: Actions
  rules text: 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-foot-wide 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
  source locator:
    chapter: Monsters A-Z
    section: 12.42
    heading: Actions
    line start: 19266
    line end: 19280
stat sections:
  name: Legendary Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.42
    heading: Legendary Actions
    line start: 19282
    line end: 19290
rules text: Gargantuan Dragon (Metallic), Chaotic Good AC 20 Initiative +12 (22) HP 332 (19d20 + 133) Speed 40 ft., Burrow 40 ft., Fly 80 ft. Skills History +9, Perception +14, Persuasion +12, Stealth +6 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24 Languages Common, Draconic CR 20 (XP 25,000, or 33,000 in lair; PB +6) 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-foot-wide 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 turn…
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 19
    damage type: Slashing
    damage roll:
      expression: 2d10+8
      count: 2
      sides: 10
      modifier: 8
  damage components:
    average damage: 7
    damage type: Fire
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 14
  reach feet: 15

ancient-bronze-dragon
type: Monster
name: Ancient Bronze Dragon
slug: ancient-bronze-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.47
  heading: Ancient Bronze Dragon
  line start: 19416
  line end: 19469
size type alignment: Gargantuan Dragon (Metallic), Lawful Good
size and type: Gargantuan Dragon (Metallic)
alignment: Lawful Good
armor class: 22
initiative: +14 (24)
hit points: 444 (24d20 + 192)
speed: 40 ft., Fly 80 ft., Swim 40 ft.
skills: Insight +10, Perception +17, Stealth +7
immunities: Lightning
senses: Blindsight 60 ft., Darkvision 120 ft.;
languages: Common, Draconic
challenge: 22 (XP 41,000, or 50,000 in lair; PB +7)
armor class value: 22
hit points value: 444
hit points roll:
  expression: 24d20+192
  count: 24
  sides: 20
  modifier: 192
challenge rating: 22
experience points: 41000
proficiency bonus: 7
abilities:
  str:
    score: 29
    modifier: 9
    saving throw: 9
  dex:
    score: 10
    modifier: 0
    saving throw: 7
  con:
    score: 27
    modifier: 8
    saving throw: 8
  int:
    score: 18
    modifier: 4
    saving throw: 4
  wis:
    score: 17
    modifier: 3
    saving throw: 10
  cha:
    score: 25
    modifier: 7
    saving throw: 7
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.47
    heading: Traits
    line start: 19439
    line end: 19443
stat sections:
  name: Actions
  rules text: 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
  source locator:
    chapter: Monsters A-Z
    section: 12.47
    heading: Actions
    line start: 19445
    line end: 19459
stat sections:
  name: Legendary Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.47
    heading: Legendary Actions
    line start: 19461
    line end: 19469
rules text: Gargantuan Dragon (Metallic), Lawful Good AC 22 Initiative +14 (24) HP 444 (24d20 + 192) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +10, Perception +17, Stealth +7 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 22 (XP 41,000, or 50,000 in lair; PB +7) 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. …
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 18
    damage type: Slashing
    damage roll:
      expression: 2d8+9
      count: 2
      sides: 8
      modifier: 9
  damage components:
    average damage: 9
    damage type: Lightning
    damage roll:
      expression: 2d8
      count: 2
      sides: 8
  source text: Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 16
  reach feet: 15

ancient-copper-dragon
type: Monster
name: Ancient Copper Dragon
slug: ancient-copper-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.66
  heading: Ancient Copper Dragon
  line start: 20006
  line end: 20057
size type alignment: Gargantuan Dragon (Metallic), Chaotic Good
size and type: Gargantuan Dragon (Metallic)
alignment: Chaotic Good
armor class: 21
initiative: +15 (25)
hit points: 367 (21d20 + 147)
speed: 40 ft., Climb 40 ft., Fly 80 ft.
skills: Deception +13, Perception +17, Stealth +8
immunities: Acid
senses: Blindsight 60 ft., Darkvision 120 ft.;
languages: Common, Draconic
challenge: 21 (XP 33,000, or 41,000 in lair; PB +7)
armor class value: 21
hit points value: 367
hit points roll:
  expression: 21d20+147
  count: 21
  sides: 20
  modifier: 147
challenge rating: 21
experience points: 33000
proficiency bonus: 7
abilities:
  str:
    score: 27
    modifier: 8
    saving throw: 8
  dex:
    score: 12
    modifier: 1
    saving throw: 8
  con:
    score: 25
    modifier: 7
    saving throw: 7
  int:
    score: 20
    modifier: 5
    saving throw: 5
  wis:
    score: 17
    modifier: 3
    saving throw: 10
  cha:
    score: 22
    modifier: 6
    saving throw: 6
stat sections:
  name: Traits
  rules text: Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.66
    heading: Traits
    line start: 20029
    line end: 20031
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image, Project Image
  source locator:
    chapter: Monsters A-Z
    section: 12.66
    heading: Actions
    line start: 20033
    line end: 20047
stat sections:
  name: Legendary Actions
  rules text: Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn. Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 5 version). The dragon can't take this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
  source locator:
    chapter: Monsters A-Z
    section: 12.66
    heading: Legendary Actions
    line start: 20049
    line end: 20057
rules text: Gargantuan Dragon (Metallic), Chaotic Good AC 21 Initiative +15 (25) HP 367 (21d20 + 147) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Deception +13, Perception +17, Stealth +8 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 21 (XP 33,000, or 41,000 in lair; PB +7) Traits Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image, Project Image Legendary Actions Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until …
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 19
    damage type: Slashing
    damage roll:
      expression: 2d10+8
      count: 2
      sides: 10
      modifier: 8
  damage components:
    average damage: 9
    damage type: Acid
    damage roll:
      expression: 2d8
      count: 2
      sides: 8
  source text: Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 15
  reach feet: 15

ancient-gold-dragon
type: Monster
name: Ancient Gold Dragon
slug: ancient-gold-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.113
  heading: Ancient Gold Dragon
  line start: 21514
  line end: 21566
size type alignment: Gargantuan Dragon (Metallic), Lawful Good
size and type: Gargantuan Dragon (Metallic)
alignment: Lawful Good
armor class: 22
initiative: +16 (26)
hit points: 546 (28d20 + 252)
speed: 40 ft., Fly 80 ft., Swim 40 ft.
skills: Insight +10, Perception +17, Persuasion +16, Stealth +9
immunities: Fire
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
languages: Common, Draconic
challenge: 24 (XP 62,000, or 75,000 in lair; PB +7)
armor class value: 22
hit points value: 546
hit points roll:
  expression: 28d20+252
  count: 28
  sides: 20
  modifier: 252
challenge rating: 24
experience points: 62000
proficiency bonus: 7
abilities:
  str:
    score: 30
    modifier: 10
    saving throw: 10
  dex:
    score: 14
    modifier: 2
    saving throw: 9
  con:
    score: 29
    modifier: 9
    saving throw: 9
  int:
    score: 18
    modifier: 4
    saving throw: 4
  wis:
    score: 17
    modifier: 3
    saving throw: 10
  cha:
    score: 28
    modifier: 9
    saving throw: 9
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.113
    heading: Traits
    line start: 21534
    line end: 21538
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire 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 24, +16 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 4 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) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth Weakening Breath. Strength Saving Throw: DC 24, each creature that isn't currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.113
    heading: Actions
    line start: 21540
    line end: 21556
stat sections:
  name: Legendary Actions
  rules text: 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. Banish. Charisma Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take this action again until the start of its next turn. Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 4 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
  source locator:
    chapter: Monsters A-Z
    section: 12.113
    heading: Legendary Actions
    line start: 21558
    line end: 21566
rules text: Gargantuan Dragon (Metallic), Lawful Good AC 22 Initiative +16 (26) HP 546 (28d20 + 252) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +10, Perception +17, Persuasion +16, Stealth +9 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 24 (XP 62,000, or 75,000 in lair; PB +7) 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) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire 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 24, +16 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 4 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) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth Weakening Breath. Strength Saving Throw: DC 24, each creature that isn't currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It 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. 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 regain…
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 19
    damage type: Slashing
    damage roll:
      expression: 2d8+10
      count: 2
      sides: 8
      modifier: 10
  damage components:
    average damage: 9
    damage type: Fire
    damage roll:
      expression: 2d8
      count: 2
      sides: 8
  source text: Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 17
  reach feet: 15

ancient-green-dragon
type: Monster
name: Ancient Green Dragon
slug: ancient-green-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.120
  heading: Ancient Green Dragon
  line start: 21752
  line end: 21799
size type alignment: Gargantuan Dragon (Chromatic), Lawful Evil
size and type: Gargantuan Dragon (Chromatic)
alignment: Lawful Evil
armor class: 21
initiative: +15 (25)
hit points: 402 (23d20 + 161)
speed: 40 ft., Fly 80 ft., Swim 40 ft.
skills: Deception +13, Perception +17, Persuasion +13, Stealth +8
immunities: Poison; Poisoned
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
languages: Common, Draconic
challenge: 22 (XP 41,000, or 50,000 in lair; PB +7)
armor class value: 21
hit points value: 402
hit points roll:
  expression: 23d20+161
  count: 23
  sides: 20
  modifier: 161
challenge rating: 22
experience points: 41000
proficiency bonus: 7
abilities:
  str:
    score: 23
    modifier: 6
    saving throw: 6
  dex:
    score: 12
    modifier: 1
    saving throw: 6
  con:
    score: 21
    modifier: 5
    saving throw: 5
  int:
    score: 18
    modifier: 4
    saving throw: 4
  wis:
    score: 15
    modifier: 2
    saving throw: 7
  cha:
    score: 18
    modifier: 4
    saving throw: 4
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.120
    heading: Traits
    line start: 21772
    line end: 21776
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison 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): At Will: Detect Magic, Mind Spike (level 5 version) 1/Day Each: Geas, Modify Memory
  source locator:
    chapter: Monsters A-Z
    section: 12.120
    heading: Actions
    line start: 21778
    line end: 21789
stat sections:
  name: Legendary Actions
  rules text: 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. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 5 version). Noxious Miasma. Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC 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. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
  source locator:
    chapter: Monsters A-Z
    section: 12.120
    heading: Legendary Actions
    line start: 21791
    line end: 21799
rules text: Gargantuan Dragon (Chromatic), Lawful Evil AC 21 Initiative +15 (25) HP 402 (23d20 + 161) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Deception +13, Perception +17, Persuasion +13, Stealth +8 Immunities Poison; Poisoned Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 22 (XP 41,000, or 50,000 in lair; PB +7) 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 Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison 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): At Will: Detect Magic, Mind Spike (level 5 version) 1/Day Each: Geas, Modify Memory 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. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 5 version). Noxious Miasma. Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC 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. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
condition immunities: poisoned
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 17
    damage type: Slashing
    damage roll:
      expression: 2d8+8
      count: 2
      sides: 8
      modifier: 8
  damage components:
    average damage: 10
    damage type: Poison
    damage roll:
      expression: 3d6
      count: 3
      sides: 6
  source text: Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 15
  reach feet: 15

ancient-red-dragon
type: Monster
name: Ancient Red Dragon
slug: ancient-red-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.200
  heading: Ancient Red Dragon
  line start: 24289
  line end: 24335
size type alignment: Gargantuan Dragon (Chromatic), Chaotic Evil
size and type: Gargantuan Dragon (Chromatic)
alignment: Chaotic Evil
armor class: 22
initiative: +14 (24)
hit points: 507 (26d20 + 234)
speed: 40 ft., Climb 40 ft., Fly 80 ft.
skills: Perception +16, Stealth +7
immunities: Fire
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
languages: Common, Draconic
challenge: 24 (XP 62,000, or 75,000 in lair; PB +7)
armor class value: 22
hit points value: 507
hit points roll:
  expression: 26d20+234
  count: 26
  sides: 20
  modifier: 234
challenge rating: 24
experience points: 62000
proficiency bonus: 7
abilities:
  str:
    score: 24
    modifier: 7
    saving throw: 7
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 21
    modifier: 5
    saving throw: 5
  int:
    score: 4
    modifier: -3
    saving throw: -3
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.200
    heading: Traits
    line start: 24309
    line end: 24311
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire 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 23, +15 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version), Scrying
  source locator:
    chapter: Monsters A-Z
    section: 12.200
    heading: Actions
    line start: 24313
    line end: 24325
stat sections:
  name: Legendary Actions
  rules text: 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. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can't take this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
  source locator:
    chapter: Monsters A-Z
    section: 12.200
    heading: Legendary Actions
    line start: 24327
    line end: 24335
rules text: Gargantuan Dragon (Chromatic), Chaotic Evil AC 22 Initiative +14 (24) HP 507 (26d20 + 234) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Perception +16, Stealth +7 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 24 (XP 62,000, or 75,000 in lair; PB +7) Traits Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire 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 23, +15 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version), Scrying 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. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can't take this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 19
    damage type: Slashing
    damage roll:
      expression: 2d8+10
      count: 2
      sides: 8
      modifier: 10
  damage components:
    average damage: 10
    damage type: Fire
    damage roll:
      expression: 3d6
      count: 3
      sides: 6
  source text: Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 17
  reach feet: 15

ancient-silver-dragon
type: Monster
name: Ancient Silver Dragon
slug: ancient-silver-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.218
  heading: Ancient Silver Dragon
  line start: 24884
  line end: 24932
size type alignment: Gargantuan Dragon (Metallic), Lawful Good
size and type: Gargantuan Dragon (Metallic)
alignment: Lawful Good
armor class: 22
initiative: +14 (24)
hit points: 468 (24d20 + 216)
speed: 40 ft., Fly 80 ft.
skills: History +11, Perception +16, Stealth +7
immunities: Cold
senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
languages: Common, Draconic
challenge: 23 (XP 50,000, or 62,000 in lair; PB +7)
armor class value: 22
hit points value: 468
hit points roll:
  expression: 24d20+216
  count: 24
  sides: 20
  modifier: 216
challenge rating: 23
experience points: 50000
proficiency bonus: 7
abilities:
  str:
    score: 30
    modifier: 10
    saving throw: 10
  dex:
    score: 10
    modifier: 0
    saving throw: 7
  con:
    score: 29
    modifier: 9
    saving throw: 9
  int:
    score: 18
    modifier: 4
    saving throw: 4
  wis:
    score: 15
    modifier: 2
    saving throw: 9
  cha:
    score: 26
    modifier: 8
    saving throw: 8
stat sections:
  name: Traits
  rules text: Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.218
    heading: Traits
    line start: 24904
    line end: 24906
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it 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. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife (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) 1/Day Each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth
  source locator:
    chapter: Monsters A-Z
    section: 12.218
    heading: Actions
    line start: 24908
    line end: 24922
stat sections:
  name: Legendary Actions
  rules text: 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. Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn. Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.218
    heading: Legendary Actions
    line start: 24924
    line end: 24932
rules text: Gargantuan Dragon (Metallic), Lawful Good AC 22 Initiative +14 (24) HP 468 (24d20 + 216) Speed 40 ft., Fly 80 ft. Skills History +11, Perception +16, Stealth +7 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 23 (XP 50,000, or 62,000 in lair; PB +7) Traits Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it 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. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife (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) 1/Day Each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth 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 o…
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 19
    damage type: Slashing
    damage roll:
      expression: 2d8+10
      count: 2
      sides: 8
      modifier: 10
  damage components:
    average damage: 9
    damage type: Cold
    damage roll:
      expression: 2d8
      count: 2
      sides: 8
  source text: Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 17
  reach feet: 15

ancient-white-dragon
type: Monster
name: Ancient White Dragon
slug: ancient-white-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.263
  heading: Ancient White Dragon
  line start: 26399
  line end: 26444
size type alignment: Gargantuan Dragon (Chromatic), Chaotic Evil
size and type: Gargantuan Dragon (Chromatic)
alignment: Chaotic Evil
armor class: 20
initiative: +12 (22)
hit points: 333 (18d20 + 144)
speed: 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
skills: Perception +13, Stealth +6
immunities: Cold
senses: Blindsight 60 ft., Darkvision 120 ft.;
languages: Common, Draconic
challenge: 20 (XP 25,000, or 33,000 in lair; PB +6)
armor class value: 20
hit points value: 333
hit points roll:
  expression: 18d20+144
  count: 18
  sides: 20
  modifier: 144
challenge rating: 20
experience points: 25000
proficiency bonus: 6
abilities:
  str:
    score: 26
    modifier: 8
    saving throw: 8
  dex:
    score: 10
    modifier: 0
    saving throw: 6
  con:
    score: 26
    modifier: 8
    saving throw: 8
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 13
    modifier: 1
    saving throw: 7
  cha:
    score: 18
    modifier: 4
    saving throw: 4
stat sections:
  name: Traits
  rules text: Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.263
    heading: Traits
    line start: 26422
    line end: 26426
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.263
    heading: Actions
    line start: 26428
    line end: 26434
stat sections:
  name: Legendary Actions
  rules text: 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. Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.263
    heading: Legendary Actions
    line start: 26436
    line end: 26444
rules text: Gargantuan Dragon (Chromatic), Chaotic Evil AC 20 Initiative +12 (22) HP 333 (18d20 + 144) Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +13, Stealth +6 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23 Languages Common, Draconic CR 20 (XP 25,000, or 33,000 in lair; PB +6) Traits Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. 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. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage. 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. Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). 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.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 17
    damage type: Slashing
    damage roll:
      expression: 2d8+8
      count: 2
      sides: 8
      modifier: 8
  damage components:
    average damage: 7
    damage type: Cold
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 14
  reach feet: 15

animated-armor
type: Monster
name: Animated Armor
slug: animated-armor
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.5
  heading: Animated Armor
  line start: 18164
  line end: 18187
size type alignment: Medium Construct, Unaligned
size and type: Medium Construct
alignment: Unaligned
armor class: 18
initiative: +2 (12)
hit points: 33 (6d8 + 6)
speed: 25 ft.
immunities: Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
senses: Blindsight 60 ft.; Passive Perception 6
languages: None
challenge: 1 (XP 200; PB +2)
armor class value: 18
hit points value: 33
hit points roll:
  expression: 6d8+6
  count: 6
  sides: 8
  modifier: 6
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 3
    modifier: -4
    saving throw: -4
  cha:
    score: 1
    modifier: -5
    saving throw: -5
stat sections:
  name: Actions
  rules text: Multiattack. The armor makes two Slam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.5
    heading: Actions
    line start: 18183
    line end: 18187
rules text: Medium Construct, Unaligned AC 18 Initiative +2 (12) HP 33 (6d8 + 6) Speed 25 ft. Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None CR 1 (XP 200; PB +2) Actions Multiattack. The armor makes two Slam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.
condition immunities: charmed
condition immunities: deafened
condition immunities: exhaustion
condition immunities: frightened
condition immunities: paralyzed
condition immunities: petrified
condition immunities: poisoned
attacks:
  name: Slam
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Bludgeoning
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  source text: Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

animated-flying-sword
type: Monster
name: Animated Flying Sword
slug: animated-flying-sword
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.6
  heading: Animated Flying Sword
  line start: 18189
  line end: 18210
size type alignment: Small Construct, Unaligned
size and type: Small Construct
alignment: Unaligned
armor class: 17
initiative: +4 (14)
hit points: 14 (4d6)
speed: 5 ft., Fly 50 ft. (hover)
immunities: Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
senses: Blindsight 60 ft.; Passive Perception 7
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 17
hit points value: 14
hit points roll:
  expression: 4d6
  count: 4
  sides: 6
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 13
    modifier: 1
    saving throw: 1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.6
    heading: Actions
    line start: 18208
    line end: 18210
rules text: Small Construct, Unaligned AC 17 Initiative +4 (14) HP 14 (4d6) Speed 5 ft., Fly 50 ft. (hover) Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 7 Languages None CR 1/4 (XP 50; PB +2) Actions Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage.
condition immunities: charmed
condition immunities: deafened
condition immunities: exhaustion
condition immunities: frightened
condition immunities: paralyzed
condition immunities: petrified
condition immunities: poisoned
attacks:
  name: Slash
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Slashing
    damage roll:
      expression: 1d8+2
      count: 1
      sides: 8
      modifier: 2
  source text: Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

animated-rug-of-smothering
type: Monster
name: Animated Rug of Smothering
slug: animated-rug-of-smothering
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.7
  heading: Animated Rug of Smothering
  line start: 18212
  line end: 18238
size type alignment: Large Construct, Unaligned
size and type: Large Construct
alignment: Unaligned
armor class: 12
initiative: +4 (14)
hit points: 27 (5d10)
speed: 10 ft.
immunities: Poison, Psychic; Charmed, Deafened,
senses: Blindsight 60 ft.; Passive Perception 6
languages: None
challenge: 2 (XP 450; PB +2)
armor class value: 12
hit points value: 27
hit points roll:
  expression: 5d10
  count: 5
  sides: 10
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 3
    modifier: -4
    saving throw: -4
  dex:
    score: 8
    modifier: -1
    saving throw: -1
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.7
    heading: Actions
    line start: 18234
    line end: 18238
rules text: Large Construct, Unaligned AC 12 Initiative +4 (14) HP 27 (5d10) Speed 10 ft. Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None CR 2 (XP 450; PB +2) 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.
condition immunities: charmed
condition immunities: deafened
attacks:
  name: Smother
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Bludgeoning
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  damage components:
    average damage: 10
    damage type: Bludgeoning
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  source text: 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.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

ankheg
type: Monster
name: Ankheg
slug: ankheg
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.8
  heading: Ankheg
  line start: 18240
  line end: 18271
size type alignment: Large Monstrosity, Unaligned
size and type: Large Monstrosity
alignment: Unaligned
armor class: 14
initiative: +0 (10)
hit points: 45 (6d10 + 12)
speed: 30 ft., Burrow 10 ft.
senses: Darkvision 60 ft., Tremorsense 60 ft.;
languages: None
challenge: 2 (XP 450; PB +2)
armor class value: 14
hit points value: 45
hit points roll:
  expression: 6d10+12
  count: 6
  sides: 10
  modifier: 12
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 13
    modifier: 1
    saving throw: 1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.
  source locator:
    chapter: Monsters A-Z
    section: 12.8
    heading: Traits
    line start: 18263
    line end: 18265
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.8
    heading: Actions
    line start: 18267
    line end: 18271
rules text: Large Monstrosity, Unaligned AC 14 Initiative +0 (10) HP 45 (6d10 + 12) Speed 30 ft., Burrow 10 ft. Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 11 Languages None CR 2 (XP 450; PB +2) 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.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Slashing
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  damage components:
    average damage: 3
    damage type: Acid
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: 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).
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

ankylosaurus
type: Monster
name: Ankylosaurus
slug: ankylosaurus
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.3
  heading: Ankylosaurus
  line start: 26773
  line end: 26795
size type alignment: Huge Beast (Dinosaur), Unaligned
size and type: Huge Beast (Dinosaur)
alignment: Unaligned
armor class: 15
initiative: +0 (10)
hit points: 68 (8d12 + 16)
speed: 30 ft.
senses: Passive Perception 11
languages: None
challenge: 3 (XP 700; PB +2)
armor class value: 15
hit points value: 68
hit points roll:
  expression: 8d12+16
  count: 8
  sides: 12
  modifier: 16
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 6
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 15
    modifier: 2
    saving throw: 2
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Multiattack. The ankylosaurus makes two Tail attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
  source locator:
    chapter: Animals
    section: 13.3
    heading: Actions
    line start: 26791
    line end: 26795
rules text: Huge Beast (Dinosaur), Unaligned AC 15 Initiative +0 (10) HP 68 (8d12 + 16) Speed 30 ft. Senses Passive Perception 11 Languages None CR 3 (XP 700; PB +2) Actions Multiattack. The ankylosaurus makes two Tail attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
attacks:
  name: Tail
  attack type: Melee
  damage components:
    average damage: 9
    damage type: Bludgeoning
    damage roll:
      expression: 1d10+4
      count: 1
      sides: 10
      modifier: 4
  source text: Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 10

ape
type: Monster
name: Ape
slug: ape
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.4
  heading: Ape
  line start: 26797
  line end: 26822
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 12
initiative: +2 (12)
hit points: 19 (3d8 + 6)
speed: 30 ft., Climb 30 ft.
skills: Athletics +5, Perception +3
senses: Passive Perception 13
languages: None
challenge: 1/2 (XP 100; PB +2)
armor class value: 12
hit points value: 19
hit points roll:
  expression: 3d8+6
  count: 3
  sides: 8
  modifier: 6
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 6
    modifier: -2
    saving throw: -2
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage.
  source locator:
    chapter: Animals
    section: 13.4
    heading: Actions
    line start: 26816
    line end: 26822
rules text: Medium Beast, Unaligned AC 12 Initiative +2 (12) HP 19 (3d8 + 6) Speed 30 ft., Climb 30 ft. Skills Athletics +5, Perception +3 Senses Passive Perception 13 Languages None CR 1/2 (XP 100; PB +2) Actions Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage.
attacks:
  name: Fist
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Bludgeoning
    damage roll:
      expression: 1d4+3
      count: 1
      sides: 4
      modifier: 3
  source text: Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5
attacks:
  name: Rock (Recharge 6)
  attack type: Ranged
  damage components:
    average damage: 10
    damage type: Bludgeoning
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  source text: Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 5
  range feet:
    normal: 25
    long: 50

archelon
type: Monster
name: Archelon
slug: archelon
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.5
  heading: Archelon
  line start: 26824
  line end: 26851
size type alignment: Huge Beast (Dinosaur), Unaligned
size and type: Huge Beast (Dinosaur)
alignment: Unaligned
armor class: 17
initiative: +3 (13)
hit points: 90 (12d12 + 12)
speed: 20 ft., Swim 80 ft.
skills: Stealth +5
senses: Passive Perception 12
languages: None
challenge: 4 (XP 1,100; PB +2)
armor class value: 17
hit points value: 90
hit points roll:
  expression: 12d12+12
  count: 12
  sides: 12
  modifier: 12
challenge rating: 4
experience points: 1100
proficiency bonus: 2
abilities:
  str:
    score: 18
    modifier: 4
    saving throw: 4
  dex:
    score: 16
    modifier: 3
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 4
    modifier: -3
    saving throw: -3
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Amphibious. The archelon can breathe air and water.
  source locator:
    chapter: Animals
    section: 13.5
    heading: Traits
    line start: 26843
    line end: 26845
stat sections:
  name: Actions
  rules text: Multiattack. The archelon makes two Bite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.5
    heading: Actions
    line start: 26847
    line end: 26851
rules text: Huge Beast (Dinosaur), Unaligned AC 17 Initiative +3 (13) HP 90 (12d12 + 12) Speed 20 ft., Swim 80 ft. Skills Stealth +5 Senses Passive Perception 12 Languages None CR 4 (XP 1,100; PB +2) Traits Amphibious. The archelon can breathe air and water. Actions Multiattack. The archelon makes two Bite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 14
    damage type: Piercing
    damage roll:
      expression: 3d6+4
      count: 3
      sides: 6
      modifier: 4
  source text: Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 5

archmage
type: Monster
name: Archmage
slug: archmage
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.155
  heading: Archmage
  line start: 22865
  line end: 22910
size type alignment: Medium or Small Humanoid (Wizard), Neutral
size and type: Medium or Small Humanoid (Wizard)
alignment: Neutral
armor class: 17
initiative: +7 (17)
hit points: 170 (31d8 + 31)
speed: 30 ft.
skills: Arcana +13, History +9, Perception +6
immunities: Psychic; Charmed (with Mind Blank)
senses: Passive Perception 16
languages: Common plus five other languages
gear: Wand
challenge: 12 (XP 8,000; PB +4)
armor class value: 17
hit points value: 170
hit points roll:
  expression: 31d8+31
  count: 31
  sides: 8
  modifier: 31
challenge rating: 12
experience points: 8000
proficiency bonus: 4
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 20
    modifier: 5
    saving throw: 9
  wis:
    score: 15
    modifier: 2
    saving throw: 6
  cha:
    score: 16
    modifier: 3
    saving throw: 3
stat sections:
  name: Traits
  rules text: Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
  source locator:
    chapter: Monsters A-Z
    section: 12.155
    heading: Traits
    line start: 22886
    line end: 22888
stat sections:
  name: Actions
  rules text: Multiattack. The archmage makes four Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport
  source locator:
    chapter: Monsters A-Z
    section: 12.155
    heading: Actions
    line start: 22890
    line end: 22902
stat sections:
  name: Bonus Actions
  rules text: Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
  source locator:
    chapter: Monsters A-Z
    section: 12.155
    heading: Bonus Actions
    line start: 22904
    line end: 22906
stat sections:
  name: Reactions
  rules text: Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
  source locator:
    chapter: Monsters A-Z
    section: 12.155
    heading: Reactions
    line start: 22908
    line end: 22910
rules text: Medium or Small Humanoid (Wizard), Neutral AC 17 Initiative +7 (17) HP 170 (31d8 + 31) Speed 30 ft. Skills Arcana +13, History +9, Perception +6 Immunities Psychic; Charmed (with Mind Blank) Gear Wand Senses Passive Perception 16 Languages Common plus five other languages CR 12 (XP 8,000; PB +4) Traits Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects. Actions Multiattack. The archmage makes four Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport Bonus Actions Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting. Reactions Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
condition immunities: charmed
attacks:
  name: Arcane Burst
  attack type: Melee or Ranged
  damage components:
    average damage: 27
    damage type: Force
    damage roll:
      expression: 4d10+5
      count: 4
      sides: 10
      modifier: 5
  source text: Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 9
  reach feet: 5
  range feet:
    normal: 150

assassin
type: Monster
name: Assassin
slug: assassin
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.9
  heading: Assassin
  line start: 18273
  line end: 18310
size type alignment: Medium or Small Humanoid, Neutral
size and type: Medium or Small Humanoid
alignment: Neutral
armor class: 16
initiative: +10 (20)
hit points: 97 (15d8 + 30)
speed: 30 ft.
skills: Acrobatics +7, Perception +6, Stealth +10
resistances: Poison
senses: Passive Perception 16
languages: Common, Thieves' Cant
gear: Light Crossbow, Shortsword, Studded Leather Armor
challenge: 8 (XP 3,900; PB +3)
armor class value: 16
hit points value: 97
hit points roll:
  expression: 15d8+30
  count: 15
  sides: 8
  modifier: 30
challenge rating: 8
experience points: 3900
proficiency bonus: 3
abilities:
  str:
    score: 3
    modifier: -4
    saving throw: -4
  dex:
    score: 8
    modifier: -1
    saving throw: -1
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.9
    heading: Traits
    line start: 18296
    line end: 18298
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.9
    heading: Actions
    line start: 18300
    line end: 18306
stat sections:
  name: Bonus Actions
  rules text: Cunning Action. The assassin takes the Dash, Disengage, or Hide action.
  source locator:
    chapter: Monsters A-Z
    section: 12.9
    heading: Bonus Actions
    line start: 18308
    line end: 18310
rules text: Medium or Small Humanoid, Neutral AC 16 Initiative +10 (20) HP 97 (15d8 + 30) Speed 30 ft. Skills Acrobatics +7, Perception +6, Stealth +10 Resistances Poison Gear Light Crossbow, Shortsword, Studded Leather Armor Senses Passive Perception 16 Languages Common, Thieves' Cant CR 8 (XP 3,900; PB +3) 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.
attacks:
  name: Shortsword
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Piercing
    damage roll:
      expression: 1d6+4
      count: 1
      sides: 6
      modifier: 4
  damage components:
    average damage: 17
    damage type: Poison
    damage roll:
      expression: 5d6
      count: 5
      sides: 6
  source text: 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.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 5
attacks:
  name: Light Crossbow
  attack type: Ranged
  damage components:
    average damage: 8
    damage type: Piercing
    damage roll:
      expression: 1d8+4
      count: 1
      sides: 8
      modifier: 4
  damage components:
    average damage: 21
    damage type: Poison
    damage roll:
      expression: 6d6
      count: 6
      sides: 6
  source text: Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 7
  range feet:
    normal: 80
    long: 320

avatar-of-death
type: Monster
name: Avatar of Death
slug: avatar-of-death
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.164
  heading: Avatar of Death
  line start: 16359
  line end: 16389
size type alignment: Medium Undead, Neutral evil
size and type: Medium Undead
alignment: Neutral evil
armor class: 20
initiative: +3 (13)
hit points: Half the HP maximum of its summoner
speed: 60 ft., Fly 60 ft. (hover)
immunities: Necrotic, Poison; Charmed, Exhaustion,
senses: Truesight 60 ft., Passive Perception 13
languages: All languages known to its summoner
challenge: None (XP 0; PB equals its summoner's)
armor class value: 20
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 16
    modifier: 3
    saving throw: 3
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 16
    modifier: 3
    saving throw: 3
  wis:
    score: 16
    modifier: 3
    saving throw: 3
  cha:
    score: 16
    modifier: 3
    saving throw: 3
stat sections:
  name: Traits
  rules text: Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
  source locator:
    chapter: Magic Items
    section: 10.164
    heading: Traits
    line start: 16381
    line end: 16383
stat sections:
  name: Actions
  rules text: Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage.
  source locator:
    chapter: Magic Items
    section: 10.164
    heading: Actions
    line start: 16385
    line end: 16389
rules text: Medium Undead, Neutral evil AC 20 Initiative +3 (13) HP Half the HP maximum of its summoner Speed 60 ft., Fly 60 ft. (hover) Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious Senses Truesight 60 ft., Passive Perception 13 Languages All languages known to its summoner CR None (XP 0; PB equals its summoner's) Traits Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Actions Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage.
condition immunities: charmed
condition immunities: exhaustion
attacks:
  name: Reaping Scythe
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Slashing
    damage roll:
      expression: 1d8+3
      count: 1
      sides: 8
      modifier: 3
  damage components:
    average damage: 4
    damage type: Necrotic
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  automatic hit: true
  reach feet: 5

awakened-shrub
type: Monster
name: Awakened Shrub
slug: awakened-shrub
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.11
  heading: Awakened Shrub
  line start: 18314
  line end: 18337
size type alignment: Small Plant, Neutral
size and type: Small Plant
alignment: Neutral
armor class: 9
initiative: -1 (9)
hit points: 10 (3d6)
speed: 20 ft.
resistances: Piercing
vulnerabilities: Fire
senses: Passive Perception 10
languages: Common plus one other language
challenge: 0 (XP 10; PB +2)
armor class value: 9
hit points value: 10
hit points roll:
  expression: 3d6
  count: 3
  sides: 6
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 15
    modifier: 2
    saving throw: 4
  int:
    score: 12
    modifier: 1
    saving throw: 1
  wis:
    score: 13
    modifier: 1
    saving throw: 1
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Actions
  rules text: Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.11
    heading: Actions
    line start: 18335
    line end: 18337
rules text: Small Plant, Neutral AC 9 Initiative -1 (9) HP 10 (3d6) Speed 20 ft. Vulnerabilities Fire Resistances Piercing Senses Passive Perception 10 Languages Common plus one other language CR 0 (XP 10; PB +2) Actions Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage.
attacks:
  name: Rake
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Slashing
  source text: Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 1
  reach feet: 5

awakened-tree
type: Monster
name: Awakened Tree
slug: awakened-tree
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.12
  heading: Awakened Tree
  line start: 18339
  line end: 18362
size type alignment: Huge Plant, Neutral
size and type: Huge Plant
alignment: Neutral
armor class: 13
initiative: -2 (8)
hit points: 59 (7d12 + 14)
speed: 20 ft.
resistances: Bludgeoning, Piercing
vulnerabilities: Fire
senses: Passive Perception 10
languages: Common plus one other language
challenge: 2 (XP 450; PB +2)
armor class value: 13
hit points value: 59
hit points roll:
  expression: 7d12+14
  count: 7
  sides: 12
  modifier: 14
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 4
  dex:
    score: 6
    modifier: -2
    saving throw: -2
  con:
    score: 15
    modifier: 2
    saving throw: 2
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.12
    heading: Actions
    line start: 18360
    line end: 18362
rules text: Huge Plant, Neutral AC 13 Initiative -2 (8) HP 59 (7d12 + 14) Speed 20 ft. Vulnerabilities Fire Resistances Bludgeoning, Piercing Senses Passive Perception 10 Languages Common plus one other language CR 2 (XP 450; PB +2) Actions Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage.
attacks:
  name: Slam
  attack type: Melee
  damage components:
    average damage: 14
    damage type: Bludgeoning
    damage roll:
      expression: 3d6+4
      count: 3
      sides: 6
      modifier: 4
  source text: Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 6
  reach feet: 10

axe-beak
type: Monster
name: Axe Beak
slug: axe-beak
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.13
  heading: Axe Beak
  line start: 18364
  line end: 18386
size type alignment: Large Monstrosity, Unaligned
size and type: Large Monstrosity
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 19 (3d10 + 3)
speed: 50 ft.
senses: Passive Perception 10
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 11
hit points value: 19
hit points roll:
  expression: 3d10+3
  count: 3
  sides: 10
  modifier: 3
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.13
    heading: Actions
    line start: 18384
    line end: 18386
rules text: Large Monstrosity, Unaligned AC 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 50 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Actions Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage.
attacks:
  name: Beak
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Slashing
    damage roll:
      expression: 1d8+2
      count: 1
      sides: 8
      modifier: 2
  source text: Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

azer-sentinel
type: Monster
name: Azer Sentinel
slug: azer-sentinel
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.15
  heading: Azer Sentinel
  line start: 18390
  line end: 18419
size type alignment: Medium Elemental, Lawful Neutral
size and type: Medium Elemental
alignment: Lawful Neutral
armor class: 17
initiative: +1 (11)
hit points: 39 (6d8 + 12)
speed: 30 ft.
immunities: Fire, Poison; Poisoned
senses: Passive Perception 11
languages: Primordial (Ignan)
challenge: 2 (XP 450; PB +2)
armor class value: 17
hit points value: 39
hit points roll:
  expression: 6d8+12
  count: 6
  sides: 8
  modifier: 12
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 15
    modifier: 2
    saving throw: 4
  int:
    score: 12
    modifier: 1
    saving throw: 1
  wis:
    score: 13
    modifier: 1
    saving throw: 1
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.15
    heading: Traits
    line start: 18409
    line end: 18413
stat sections:
  name: Actions
  rules text: Burning Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.15
    heading: Actions
    line start: 18415
    line end: 18419
rules text: Medium Elemental, Lawful Neutral AC 17 Initiative +1 (11) HP 39 (6d8 + 12) Speed 30 ft. Immunities Fire, Poison; Poisoned Senses Passive Perception 11 Languages Primordial (Ignan) CR 2 (XP 450; PB +2) 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.
condition immunities: poisoned
attacks:
  name: Burning Hammer
  attack type: Melee
  damage components:
    average damage: 8
    damage type: Bludgeoning
    damage roll:
      expression: 1d10+3
      count: 1
      sides: 10
      modifier: 3
  damage components:
    average damage: 3
    damage type: Fire
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: Burning Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

baboon
type: Monster
name: Baboon
slug: baboon
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.6
  heading: Baboon
  line start: 26853
  line end: 26877
size type alignment: Small Beast, Unaligned
size and type: Small Beast
alignment: Unaligned
armor class: 12
initiative: +2 (12)
hit points: 3 (1d6)
speed: 30 ft., Climb 30 ft.
senses: Passive Perception 11
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 12
hit points value: 3
hit points roll:
  expression: 1d6
  count: 1
  sides: 6
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 8
    modifier: -1
    saving throw: -1
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 4
    modifier: -3
    saving throw: -3
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Pack Tactics. The baboon has Advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
  source locator:
    chapter: Animals
    section: 13.6
    heading: Traits
    line start: 26871
    line end: 26873
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.6
    heading: Actions
    line start: 26875
    line end: 26877
rules text: Small Beast, Unaligned AC 12 Initiative +2 (12) HP 3 (1d6) Speed 30 ft., Climb 30 ft. Senses Passive Perception 11 Languages None CR 0 (XP 10; PB +2) Traits Pack Tactics. The baboon has Advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Actions Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Piercing
    damage roll:
      expression: 1d4-1
      count: 1
      sides: 4
      modifier: -1
  source text: Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 1
  reach feet: 5

badger
type: Monster
name: Badger
slug: badger
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.7
  heading: Badger
  line start: 26879
  line end: 26901
size type alignment: Tiny Beast, Unaligned
size and type: Tiny Beast
alignment: Unaligned
armor class: 11
initiative: +0 (10)
hit points: 5 (1d4 + 3)
speed: 20 ft., Burrow 5 ft.
skills: Perception +3
resistances: Poison
senses: Darkvision 30 ft.; Passive Perception 13
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 11
hit points value: 5
hit points roll:
  expression: 1d4+3
  count: 1
  sides: 4
  modifier: 3
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.
  source locator:
    chapter: Animals
    section: 13.7
    heading: Actions
    line start: 26899
    line end: 26901
rules text: Tiny Beast, Unaligned AC 11 Initiative +0 (10) HP 5 (1d4 + 3) Speed 20 ft., Burrow 5 ft. Skills Perception +3 Resistances Poison Senses Darkvision 30 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Actions Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Piercing
  source text: Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 2
  reach feet: 5

balor
type: Monster
name: Balor
slug: balor
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.16
  heading: Balor
  line start: 18421
  line end: 18465
size type alignment: Huge Fiend (Demon), Chaotic Evil
size and type: Huge Fiend (Demon)
alignment: Chaotic Evil
armor class: 19
initiative: +14 (24)
hit points: 287 (23d12 + 138)
speed: 40 ft., Fly 80 ft.
skills: Perception +9
resistances: Cold, Lightning
immunities: Fire, Poison; Charmed, Frightened, Poisoned
senses: Truesight 120 ft.; Passive Perception 19
languages: Abyssal; telepathy 120 ft.
challenge: 19 (XP 22,000; PB +6)
armor class value: 19
hit points value: 287
hit points roll:
  expression: 23d12+138
  count: 23
  sides: 12
  modifier: 138
challenge rating: 19
experience points: 22000
proficiency bonus: 6
abilities:
  str:
    score: 11
    modifier: 0
    saving throw: 0
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.16
    heading: Traits
    line start: 18444
    line end: 18452
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.16
    heading: Actions
    line start: 18454
    line end: 18461
stat sections:
  name: Bonus Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.16
    heading: Bonus Actions
    line start: 18463
    line end: 18465
rules text: Huge Fiend (Demon), Chaotic Evil AC 19 Initiative +14 (24) HP 287 (23d12 + 138) Speed 40 ft., Fly 80 ft. Skills Perception +9 Resistances Cold, Lightning Immunities Fire, Poison; Charmed, Frightened, Poisoned Senses Truesight 120 ft.; Passive Perception 19 Languages Abyssal; telepathy 120 ft. CR 19 (XP 22,000; PB +6) 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.
condition immunities: charmed
condition immunities: frightened
condition immunities: poisoned
attacks:
  name: Flame Whip
  attack type: Melee
  damage components:
    average damage: 18
    damage type: Force
    damage roll:
      expression: 3d6+8
      count: 3
      sides: 6
      modifier: 8
  damage components:
    average damage: 17
    damage type: Fire
    damage roll:
      expression: 5d6
      count: 5
      sides: 6
  source text: 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.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 14
  reach feet: 30
attacks:
  name: Lightning Blade
  attack type: Melee
  damage components:
    average damage: 21
    damage type: Force
    damage roll:
      expression: 3d8+8
      count: 3
      sides: 8
      modifier: 8
  damage components:
    average damage: 22
    damage type: Lightning
    damage roll:
      expression: 4d10
      count: 4
      sides: 10
  source text: 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.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 14
  reach feet: 10

bandit
type: Monster
name: Bandit
slug: bandit
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.18
  heading: Bandit
  line start: 18469
  line end: 18492
size type alignment: Medium or Small Humanoid, Neutral
size and type: Medium or Small Humanoid
alignment: Neutral
armor class: 12
initiative: +1 (11)
hit points: 11 (2d8 + 2)
speed: 30 ft.
senses: Passive Perception 10
languages: Common, Thieves' Cant
gear: Leather Armor, Light Crossbow, Scimitar
challenge: 1/8 (XP 25; PB +2)
armor class value: 12
hit points value: 11
hit points roll:
  expression: 2d8+2
  count: 2
  sides: 8
  modifier: 2
challenge rating: 1/8
experience points: 25
proficiency bonus: 2
abilities:
  str:
    score: 11
    modifier: 0
    saving throw: 0
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.18
    heading: Actions
    line start: 18488
    line end: 18492
rules text: Medium or Small Humanoid, Neutral AC 12 Initiative +1 (11) HP 11 (2d8 + 2) Speed 30 ft. Gear Leather Armor, Light Crossbow, Scimitar Senses Passive Perception 10 Languages Common, Thieves' Cant CR 1/8 (XP 25; PB +2) 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.
attacks:
  name: Scimitar
  attack type: Melee
  damage components:
    average damage: 4
    damage type: Slashing
    damage roll:
      expression: 1d6+1
      count: 1
      sides: 6
      modifier: 1
  source text: Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5
attacks:
  name: Light Crossbow
  attack type: Ranged
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d8+1
      count: 1
      sides: 8
      modifier: 1
  source text: Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 3
  range feet:
    normal: 80
    long: 320

bandit-captain
type: Monster
name: Bandit Captain
slug: bandit-captain
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.19
  heading: Bandit Captain
  line start: 18494
  line end: 18524
size type alignment: Medium or Small Humanoid, Neutral
size and type: Medium or Small Humanoid
alignment: Neutral
armor class: 15
initiative: +3 (13)
hit points: 52 (8d8 + 16)
speed: 30 ft.
skills: Athletics +4, Deception +4
senses: Passive Perception 10
languages: Common, Thieves' Cant
gear: Pistol, Scimitar, Studded Leather Armor
challenge: 2 (XP 450; PB +2)
armor class value: 15
hit points value: 52
hit points roll:
  expression: 8d8+16
  count: 8
  sides: 8
  modifier: 16
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 4
  dex:
    score: 16
    modifier: 3
    saving throw: 5
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 14
    modifier: 2
    saving throw: 2
  wis:
    score: 11
    modifier: 0
    saving throw: 2
  cha:
    score: 14
    modifier: 2
    saving throw: 2
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.19
    heading: Actions
    line start: 18514
    line end: 18520
stat sections:
  name: Reactions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.19
    heading: Reactions
    line start: 18522
    line end: 18524
rules text: Medium or Small Humanoid, Neutral AC 15 Initiative +3 (13) HP 52 (8d8 + 16) Speed 30 ft. Skills Athletics +4, Deception +4 Gear Pistol, Scimitar, Studded Leather Armor Senses Passive Perception 10 Languages Common, Thieves' Cant CR 2 (XP 450; PB +2) 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.
attacks:
  name: Scimitar
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Slashing
    damage roll:
      expression: 1d6+3
      count: 1
      sides: 6
      modifier: 3
  source text: Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5
attacks:
  name: Pistol
  attack type: Ranged
  damage components:
    average damage: 8
    damage type: Piercing
    damage roll:
      expression: 1d10+3
      count: 1
      sides: 10
      modifier: 3
  source text: Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 5
  range feet:
    normal: 30
    long: 90

barbed-devil
type: Monster
name: Barbed Devil
slug: barbed-devil
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.20
  heading: Barbed Devil
  line start: 18526
  line end: 18568
size type alignment: Medium Fiend (Devil), Lawful Evil
size and type: Medium Fiend (Devil)
alignment: Lawful Evil
armor class: 15
initiative: +3 (13)
hit points: 110 (13d8 + 52)
speed: 30 ft., Climb 30 ft.
skills: Deception +5, Insight +5, Perception +8
resistances: Cold
immunities: Fire, Poison; Poisoned
senses: Darkvision 120 ft. (unimpeded by magical
languages: Infernal; telepathy 120 ft.
challenge: 5 (XP 1,800; PB +3)
armor class value: 15
hit points value: 110
hit points roll:
  expression: 13d8+52
  count: 13
  sides: 8
  modifier: 52
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 6
  dex:
    score: 17
    modifier: 3
    saving throw: 3
  con:
    score: 18
    modifier: 4
    saving throw: 7
  int:
    score: 12
    modifier: 1
    saving throw: 1
  wis:
    score: 14
    modifier: 2
    saving throw: 5
  cha:
    score: 14
    modifier: 2
    saving throw: 5
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.20
    heading: Traits
    line start: 18552
    line end: 18558
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.20
    heading: Actions
    line start: 18560
    line end: 18568
rules text: Medium Fiend (Devil), Lawful Evil AC 15 Initiative +3 (13) HP 110 (13d8 + 52) Speed 30 ft., Climb 30 ft. 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. CR 5 (XP 1,800; PB +3) 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.
condition immunities: poisoned
attacks:
  name: Claws
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Piercing
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  source text: 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.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 5
attacks:
  name: Tail
  attack type: Melee
  damage components:
    average damage: 14
    damage type: Slashing
    damage roll:
      expression: 2d10+3
      count: 2
      sides: 10
      modifier: 3
  source text: Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 6
  reach feet: 10
attacks:
  name: Hurl Flame
  attack type: Ranged
  damage components:
    average damage: 17
    damage type: Fire
    damage roll:
      expression: 5d6
      count: 5
      sides: 6
  source text: 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.
  path: statSections[1].rulesText.paragraphs[3]
  parse status: parsed
  attack bonus: 5
  range feet:
    normal: 150

basilisk
type: Monster
name: Basilisk
slug: basilisk
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.21
  heading: Basilisk
  line start: 18570
  line end: 18596
size type alignment: Medium Monstrosity, Unaligned
size and type: Medium Monstrosity
alignment: Unaligned
armor class: 15
initiative: -1 (9)
hit points: 52 (8d8 + 16)
speed: 20 ft.
senses: Darkvision 60 ft.; Passive Perception 9
languages: None
challenge: 3 (XP 700; PB +2)
armor class value: 15
hit points value: 52
hit points roll:
  expression: 8d8+16
  count: 8
  sides: 8
  modifier: 16
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 8
    modifier: -1
    saving throw: -1
  con:
    score: 15
    modifier: 2
    saving throw: 2
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 8
    modifier: -1
    saving throw: -1
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.21
    heading: Actions
    line start: 18590
    line end: 18592
stat sections:
  name: Bonus Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.21
    heading: Bonus Actions
    line start: 18594
    line end: 18596
rules text: Medium Monstrosity, Unaligned AC 15 Initiative -1 (9) HP 52 (8d8 + 16) Speed 20 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 3 (XP 700; PB +2) 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.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Piercing
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  damage components:
    average damage: 7
    damage type: Poison
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

bat
type: Monster
name: Bat
slug: bat
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.8
  heading: Bat
  line start: 26903
  line end: 26923
size type alignment: Tiny Beast, Unaligned
size and type: Tiny Beast
alignment: Unaligned
armor class: 12
initiative: +2 (12)
hit points: 1 (1d4 - 1)
speed: 5 ft., Fly 30 ft.
senses: Blindsight 60 ft.; Passive Perception 11
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 12
hit points value: 1
hit points roll:
  expression: 1d4-1
  count: 1
  sides: 4
  modifier: -1
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 7
    modifier: -2
    saving throw: -2
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 8
    modifier: -1
    saving throw: -1
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.
  source locator:
    chapter: Animals
    section: 13.8
    heading: Actions
    line start: 26921
    line end: 26923
rules text: Tiny Beast, Unaligned AC 12 Initiative +2 (12) HP 1 (1d4 - 1) Speed 5 ft., Fly 30 ft. Senses Blindsight 60 ft.; Passive Perception 11 Languages None CR 0 (XP 10; PB +2) Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Piercing
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

bearded-devil
type: Monster
name: Bearded Devil
slug: bearded-devil
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.22
  heading: Bearded Devil
  line start: 18598
  line end: 18630
size type alignment: Medium Fiend (Devil), Lawful Evil
size and type: Medium Fiend (Devil)
alignment: Lawful Evil
armor class: 13
initiative: +2 (12)
hit points: 58 (9d8 + 18)
speed: 30 ft.
resistances: Cold
immunities: Fire, Poison; Frightened, Poisoned
senses: Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10
languages: Infernal; telepathy 120 ft.
challenge: 3 (XP 700; PB +2)
armor class value: 13
hit points value: 58
hit points roll:
  expression: 9d8+18
  count: 9
  sides: 8
  modifier: 18
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 5
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 15
    modifier: 2
    saving throw: 4
  int:
    score: 9
    modifier: -1
    saving throw: -1
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 14
    modifier: 2
    saving throw: 4
stat sections:
  name: Traits
  rules text: Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.
  source locator:
    chapter: Monsters A-Z
    section: 12.22
    heading: Traits
    line start: 18620
    line end: 18622
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.22
    heading: Actions
    line start: 18624
    line end: 18630
rules text: Medium Fiend (Devil), Lawful Evil AC 13 Initiative +2 (12) HP 58 (9d8 + 18) Speed 30 ft. Resistances Cold Immunities Fire, Poison; Frightened, Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10 Languages Infernal; telepathy 120 ft. CR 3 (XP 700; PB +2) 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.
condition immunities: frightened
condition immunities: poisoned
attacks:
  name: Beard
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Piercing
    damage roll:
      expression: 1d8+3
      count: 1
      sides: 8
      modifier: 3
  source text: 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.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5
attacks:
  name: Infernal Glaive
  attack type: Melee
  damage components:
    average damage: 8
    damage type: Slashing
    damage roll:
      expression: 1d10+3
      count: 1
      sides: 10
      modifier: 3
  source text: 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.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 5
  reach feet: 10

behir
type: Monster
name: Behir
slug: behir
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.23
  heading: Behir
  line start: 18632
  line end: 18668
size type alignment: Huge Monstrosity, Neutral Evil
size and type: Huge Monstrosity
alignment: Neutral Evil
armor class: 17
initiative: +3 (13)
hit points: 168 (16d12 + 64)
speed: 50 ft., Climb 50 ft.
skills: Perception +6, Stealth +7
immunities: Lightning
senses: Darkvision 90 ft.; Passive Perception 16
languages: Draconic
challenge: 11 (XP 7,200; PB +4)
armor class value: 17
hit points value: 168
hit points roll:
  expression: 16d12+64
  count: 16
  sides: 12
  modifier: 64
challenge rating: 11
experience points: 7200
proficiency bonus: 4
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 17
    modifier: 3
    saving throw: 3
  int:
    score: 9
    modifier: -1
    saving throw: -1
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 9
    modifier: -1
    saving throw: -1
stat sections:
  name: Actions
  rules text: 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-foot-wide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.23
    heading: Actions
    line start: 18654
    line end: 18662
stat sections:
  name: Bonus Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.23
    heading: Bonus Actions
    line start: 18664
    line end: 18668
rules text: Huge Monstrosity, Neutral Evil AC 17 Initiative +3 (13) HP 168 (16d12 + 64) Speed 50 ft., Climb 50 ft. Skills Perception +6, Stealth +7 Immunities Lightning Senses Darkvision 90 ft.; Passive Perception 16 Languages Draconic CR 11 (XP 7,200; PB +4) 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-foot-wide 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.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 19
    damage type: Piercing
    damage roll:
      expression: 2d12+6
      count: 2
      sides: 12
      modifier: 6
  damage components:
    average damage: 11
    damage type: Lightning
    damage roll:
      expression: 2d10
      count: 2
      sides: 10
  source text: Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 10
  reach feet: 10

berserker
type: Monster
name: Berserker
slug: berserker
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.24
  heading: Berserker
  line start: 18670
  line end: 18697
size type alignment: Medium or Small Humanoid, Neutral
size and type: Medium or Small Humanoid
alignment: Neutral
armor class: 13
initiative: +1 (11)
hit points: 67 (9d8 + 27)
speed: 30 ft.
senses: Passive Perception 10
languages: Common
gear: Greataxe, Hide Armor
challenge: 2 (XP 450; PB +2)
armor class value: 13
hit points value: 67
hit points roll:
  expression: 9d8+27
  count: 9
  sides: 8
  modifier: 27
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 17
    modifier: 3
    saving throw: 3
  int:
    score: 9
    modifier: -1
    saving throw: -1
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 9
    modifier: -1
    saving throw: -1
stat sections:
  name: Traits
  rules text: Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.
  source locator:
    chapter: Monsters A-Z
    section: 12.24
    heading: Traits
    line start: 18691
    line end: 18693
stat sections:
  name: Actions
  rules text: Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.24
    heading: Actions
    line start: 18695
    line end: 18697
rules text: Medium or Small Humanoid, Neutral AC 13 Initiative +1 (11) HP 67 (9d8 + 27) Speed 30 ft. Gear Greataxe, Hide Armor Senses Passive Perception 10 Languages Common CR 2 (XP 450; PB +2) 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.
attacks:
  name: Greataxe
  attack type: Melee
  damage components:
    average damage: 9
    damage type: Slashing
    damage roll:
      expression: 1d12+3
      count: 1
      sides: 12
      modifier: 3
  source text: Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

black-bear
type: Monster
name: Black Bear
slug: black-bear
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.9
  heading: Black Bear
  line start: 26925
  line end: 26948
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 19 (3d8 + 6)
speed: 30 ft., Climb 30 ft., Swim 30 ft.
skills: Perception +5
senses: Darkvision 60 ft.; Passive Perception 15
languages: None
challenge: 1/2 (XP 100; PB +2)
armor class value: 11
hit points value: 19
hit points roll:
  expression: 3d8+6
  count: 3
  sides: 8
  modifier: 6
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 8
    modifier: -1
    saving throw: -1
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 4
    modifier: -3
    saving throw: -3
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.
  source locator:
    chapter: Animals
    section: 13.9
    heading: Actions
    line start: 26944
    line end: 26948
rules text: Medium Beast, Unaligned AC 11 Initiative +1 (11) HP 19 (3d8 + 6) Speed 30 ft., Climb 30 ft., Swim 30 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1/2 (XP 100; PB +2) Actions Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Slashing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  source text: Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

black-dragon-wyrmling
type: Monster
name: Black Dragon Wyrmling
slug: black-dragon-wyrmling
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.26
  heading: Black Dragon Wyrmling
  line start: 18701
  line end: 18734
size type alignment: Medium Dragon (Chromatic), Chaotic Evil
size and type: Medium Dragon (Chromatic)
alignment: Chaotic Evil
armor class: 17
initiative: +4 (14)
hit points: 33 (6d8 + 6)
speed: 30 ft., Fly 60 ft., Swim 30 ft.
skills: Perception +4, Stealth +4
immunities: Acid
senses: Blindsight 10 ft., Darkvision 60 ft.;
languages: Draconic
challenge: 2 (XP 450; PB +2)
armor class value: 17
hit points value: 33
hit points roll:
  expression: 6d8+6
  count: 6
  sides: 8
  modifier: 6
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 14
    modifier: 2
    saving throw: 4
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 11
    modifier: 0
    saving throw: 2
  cha:
    score: 13
    modifier: 1
    saving throw: 1
stat sections:
  name: Traits
  rules text: Amphibious. The dragon can breathe air and water.
  source locator:
    chapter: Monsters A-Z
    section: 12.26
    heading: Traits
    line start: 18724
    line end: 18726
stat sections:
  name: Actions
  rules text: 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-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.26
    heading: Actions
    line start: 18728
    line end: 18734
rules text: Medium Dragon (Chromatic), Chaotic Evil AC 17 Initiative +4 (14) HP 33 (6d8 + 6) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +4 Immunities Acid Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) 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-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Slashing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  damage components:
    average damage: 2
    damage type: Acid
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

black-pudding
type: Monster
name: Black Pudding
slug: black-pudding
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.30
  heading: Black Pudding
  line start: 18869
  line end: 18908
size type alignment: Large Ooze, Unaligned
size and type: Large Ooze
alignment: Unaligned
armor class: 7
initiative: -3 (7)
hit points: 68 (8d10 + 24)
speed: 20 ft., Climb 20 ft.
immunities: Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained
senses: Blindsight 60 ft.; Passive Perception 8
languages: None
challenge: 4 (XP 1,100; PB +2)
armor class value: 7
hit points value: 68
hit points roll:
  expression: 8d10+24
  count: 8
  sides: 10
  modifier: 24
challenge rating: 4
experience points: 1100
proficiency bonus: 2
abilities:
  str:
    score: 27
    modifier: 8
    saving throw: 8
  dex:
    score: 14
    modifier: 2
    saving throw: 9
  con:
    score: 25
    modifier: 7
    saving throw: 7
  int:
    score: 16
    modifier: 3
    saving throw: 3
  wis:
    score: 15
    modifier: 2
    saving throw: 9
  cha:
    score: 22
    modifier: 6
    saving throw: 6
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.30
    heading: Traits
    line start: 18890
    line end: 18898
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.30
    heading: Actions
    line start: 18900
    line end: 18902
stat sections:
  name: Reactions
  rules text: 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).
  source locator:
    chapter: Monsters A-Z
    section: 12.30
    heading: Reactions
    line start: 18904
    line end: 18908
rules text: Large Ooze, Unaligned AC 7 Initiative -3 (7) HP 68 (8d10 + 24) Speed 20 ft., Climb 20 ft. Immunities Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 4 (XP 1,100; PB +2) 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).
condition immunities: charmed
condition immunities: deafened
condition immunities: exhaustion
condition immunities: frightened
condition immunities: grappled
condition immunities: prone
condition immunities: restrained
attacks:
  name: Dissolving Pseudopod
  attack type: Melee
  damage components:
    average damage: 17
    damage type: Acid
    damage roll:
      expression: 4d6+3
      count: 4
      sides: 6
      modifier: 3
  source text: 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.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 10

blink-dog
type: Monster
name: Blink Dog
slug: blink-dog
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.31
  heading: Blink Dog
  line start: 18910
  line end: 18937
size type alignment: Medium Fey, Lawful Good
size and type: Medium Fey
alignment: Lawful Good
armor class: 13
initiative: +3 (13)
hit points: 22 (4d8 + 4)
speed: 40 ft.
skills: Perception +5, Stealth +5
senses: Darkvision 60 ft.; Passive Perception 15
languages: Blink Dog; understands Elvish and Sylvan but can't speak them
challenge: 1/4 (XP 50; PB +2)
armor class value: 13
hit points value: 22
hit points roll:
  expression: 4d8+4
  count: 4
  sides: 8
  modifier: 4
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 21
    modifier: 5
    saving throw: 5
  dex:
    score: 10
    modifier: 0
    saving throw: 4
  con:
    score: 19
    modifier: 4
    saving throw: 4
  int:
    score: 14
    modifier: 2
    saving throw: 2
  wis:
    score: 13
    modifier: 1
    saving throw: 5
  cha:
    score: 17
    modifier: 3
    saving throw: 3
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.31
    heading: Actions
    line start: 18931
    line end: 18933
stat sections:
  name: Bonus Actions
  rules text: Teleport (Recharge 4–6). The dog teleports up to 40 feet to an unoccupied space it can see.
  source locator:
    chapter: Monsters A-Z
    section: 12.31
    heading: Bonus Actions
    line start: 18935
    line end: 18937
rules text: Medium Fey, Lawful Good AC 13 Initiative +3 (13) HP 22 (4d8 + 4) Speed 40 ft. Skills Perception +5, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages Blink Dog; understands Elvish and Sylvan but can't speak them CR 1/4 (XP 50; PB +2) 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.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d4+3
      count: 1
      sides: 4
      modifier: 3
  source text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

blood-hawk
type: Monster
name: Blood Hawk
slug: blood-hawk
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.10
  heading: Blood Hawk
  line start: 26950
  line end: 26975
size type alignment: Small Beast, Unaligned
size and type: Small Beast
alignment: Unaligned
armor class: 12
initiative: +2 (12)
hit points: 7 (2d6)
speed: 10 ft., Fly 60 ft.
skills: Perception +6
senses: Passive Perception 16
languages: None
challenge: 1/8 (XP 25; PB +2)
armor class value: 12
hit points value: 7
hit points roll:
  expression: 2d6
  count: 2
  sides: 6
challenge rating: 1/8
experience points: 25
proficiency bonus: 2
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Pack Tactics. The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
  source locator:
    chapter: Animals
    section: 13.10
    heading: Traits
    line start: 26969
    line end: 26971
stat sections:
  name: Actions
  rules text: Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied.
  source locator:
    chapter: Animals
    section: 13.10
    heading: Actions
    line start: 26973
    line end: 26975
rules text: Small Beast, Unaligned AC 12 Initiative +2 (12) HP 7 (2d6) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 1/8 (XP 25; PB +2) Traits Pack Tactics. The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Actions Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied.
attacks:
  name: Beak
  attack type: Melee
  damage components:
    average damage: 4
    damage type: Piercing
    damage roll:
      expression: 1d4+2
      count: 1
      sides: 4
      modifier: 2
  damage components:
    average damage: 6
    damage type: Piercing
    damage roll:
      expression: 1d8+2
      count: 1
      sides: 8
      modifier: 2
  source text: Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

blue-dragon-wyrmling
type: Monster
name: Blue Dragon Wyrmling
slug: blue-dragon-wyrmling
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.33
  heading: Blue Dragon Wyrmling
  line start: 18941
  line end: 18967
size type alignment: Medium Dragon (Chromatic), Lawful Evil
size and type: Medium Dragon (Chromatic)
alignment: Lawful Evil
armor class: 17
initiative: +2 (12)
hit points: 65 (10d8 + 20)
speed: 30 ft., Burrow 15 ft., Fly 60 ft.
skills: Perception +4, Stealth +2
immunities: Lightning
senses: Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
languages: Draconic
challenge: 3 (XP 700; PB +2)
armor class value: 17
hit points value: 65
hit points roll:
  expression: 10d8+20
  count: 10
  sides: 8
  modifier: 20
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 25
    modifier: 7
    saving throw: 7
  dex:
    score: 10
    modifier: 0
    saving throw: 5
  con:
    score: 23
    modifier: 6
    saving throw: 6
  int:
    score: 16
    modifier: 3
    saving throw: 3
  wis:
    score: 15
    modifier: 2
    saving throw: 7
  cha:
    score: 20
    modifier: 5
    saving throw: 5
stat sections:
  name: Actions
  rules text: 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-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.33
    heading: Actions
    line start: 18961
    line end: 18967
rules text: Medium Dragon (Chromatic), Lawful Evil AC 17 Initiative +2 (12) HP 65 (10d8 + 20) Speed 30 ft., Burrow 15 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 3 (XP 700; PB +2) 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-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 8
    damage type: Slashing
    damage roll:
      expression: 1d10+3
      count: 1
      sides: 10
      modifier: 3
  damage components:
    average damage: 3
    damage type: Lightning
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

boar
type: Monster
name: Boar
slug: boar
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.11
  heading: Boar
  line start: 26977
  line end: 27001
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 11
initiative: +0 (10)
hit points: 13 (2d8 + 4)
speed: 40 ft.
senses: Passive Perception 9
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 11
hit points value: 13
hit points roll:
  expression: 2d8+4
  count: 2
  sides: 8
  modifier: 4
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Traits
  rules text: Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls.
  source locator:
    chapter: Animals
    section: 13.11
    heading: Traits
    line start: 26995
    line end: 26997
stat sections:
  name: Actions
  rules text: Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condition.
  source locator:
    chapter: Animals
    section: 13.11
    heading: Actions
    line start: 26999
    line end: 27001
rules text: Medium Beast, Unaligned AC 11 Initiative +0 (10) HP 13 (2d8 + 4) Speed 40 ft. Senses Passive Perception 9 Languages None CR 1/4 (XP 50; PB +2) Traits Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls. Actions Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condition.
attacks:
  name: Gore
  attack type: Melee
  damage components:
    average damage: 4
    damage type: Piercing
    damage roll:
      expression: 1d6+1
      count: 1
      sides: 6
      modifier: 1
  damage components:
    average damage: 3
    damage type: Piercing
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condition.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5

bone-devil
type: Monster
name: Bone Devil
slug: bone-devil
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.37
  heading: Bone Devil
  line start: 19093
  line end: 19130
size type alignment: Large Fiend (Devil), Lawful Evil
size and type: Large Fiend (Devil)
alignment: Lawful Evil
armor class: 16
initiative: +7 (17)
hit points: 161 (17d10 + 68)
speed: 40 ft., Fly 40 ft.
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.
challenge: 9 (XP 5,000; PB +4)
armor class value: 16
hit points value: 161
hit points roll:
  expression: 17d10+68
  count: 17
  sides: 10
  modifier: 68
challenge rating: 9
experience points: 5000
proficiency bonus: 4
abilities:
  str:
    score: 29
    modifier: 9
    saving throw: 9
  dex:
    score: 10
    modifier: 0
    saving throw: 7
  con:
    score: 27
    modifier: 8
    saving throw: 8
  int:
    score: 18
    modifier: 4
    saving throw: 4
  wis:
    score: 17
    modifier: 3
    saving throw: 10
  cha:
    score: 25
    modifier: 7
    saving throw: 7
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.37
    heading: Traits
    line start: 19116
    line end: 19120
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.37
    heading: Actions
    line start: 19122
    line end: 19130
rules text: Large Fiend (Devil), Lawful Evil AC 16 Initiative +7 (17) HP 161 (17d10 + 68) Speed 40 ft., Fly 40 ft. 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. CR 9 (XP 5,000; PB +4) 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.
condition immunities: poisoned
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 13
    damage type: Slashing
    damage roll:
      expression: 2d8+4
      count: 2
      sides: 8
      modifier: 4
  source text: Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 8
  reach feet: 10
attacks:
  name: Infernal Sting
  attack type: Melee
  damage components:
    average damage: 15
    damage type: Piercing
    damage roll:
      expression: 2d10+4
      count: 2
      sides: 10
      modifier: 4
  source text: Infernal Sting. Melee Attack Roll: +8, reach 10 ft. Hit: 15 (2d10 + 4) Piercing damage plus 18 (4d8) Poison
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 8
  reach feet: 10

brass-dragon-wyrmling
type: Monster
name: Brass Dragon Wyrmling
slug: brass-dragon-wyrmling
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.39
  heading: Brass Dragon Wyrmling
  line start: 19134
  line end: 19160
size type alignment: Medium Dragon (Metallic), Chaotic Good
size and type: Medium Dragon (Metallic)
alignment: Chaotic Good
armor class: 15
initiative: +2 (12)
hit points: 22 (4d8 + 4)
speed: 30 ft., Burrow 15 ft., Fly 60 ft.
skills: Perception +4, Stealth +2
immunities: Fire
senses: Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
languages: Draconic
challenge: 1 (XP 200; PB +2)
armor class value: 15
hit points value: 22
hit points roll:
  expression: 4d8+4
  count: 4
  sides: 8
  modifier: 4
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 10
    modifier: 0
    saving throw: 2
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 11
    modifier: 0
    saving throw: 2
  cha:
    score: 13
    modifier: 1
    saving throw: 1
stat sections:
  name: Actions
  rules text: 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-foot-wide 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.39
    heading: Actions
    line start: 19154
    line end: 19160
rules text: Medium Dragon (Metallic), Chaotic Good AC 15 Initiative +2 (12) HP 22 (4d8 + 4) Speed 30 ft., Burrow 15 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 1 (XP 200; PB +2) Actions Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide 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.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Slashing
    damage roll:
      expression: 1d10+2
      count: 1
      sides: 10
      modifier: 2
  source text: Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

bronze-dragon-wyrmling
type: Monster
name: Bronze Dragon Wyrmling
slug: bronze-dragon-wyrmling
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.44
  heading: Bronze Dragon Wyrmling
  line start: 19294
  line end: 19326
size type alignment: Medium Dragon (Metallic), Lawful Good
size and type: Medium Dragon (Metallic)
alignment: Lawful Good
armor class: 15
initiative: +2 (12)
hit points: 39 (6d8 + 12)
speed: 30 ft., Fly 60 ft., Swim 30 ft.
skills: Perception +4, Stealth +2
immunities: Lightning
senses: Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
languages: Draconic
challenge: 2 (XP 450; PB +2)
armor class value: 15
hit points value: 39
hit points roll:
  expression: 6d8+12
  count: 6
  sides: 8
  modifier: 12
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 10
    modifier: 0
    saving throw: 2
  con:
    score: 15
    modifier: 2
    saving throw: 2
  int:
    score: 12
    modifier: 1
    saving throw: 1
  wis:
    score: 11
    modifier: 0
    saving throw: 2
  cha:
    score: 15
    modifier: 2
    saving throw: 2
stat sections:
  name: Traits
  rules text: Amphibious. The dragon can breathe air and water.
  source locator:
    chapter: Monsters A-Z
    section: 12.44
    heading: Traits
    line start: 19314
    line end: 19316
stat sections:
  name: Actions
  rules text: 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-foot-wide 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.44
    heading: Actions
    line start: 19318
    line end: 19326
rules text: Medium Dragon (Metallic), Lawful Good AC 15 Initiative +2 (12) HP 39 (6d8 + 12) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) 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-foot-wide 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.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 8
    damage type: Slashing
    damage roll:
      expression: 1d10+3
      count: 1
      sides: 10
      modifier: 3
  source text: Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

brown-bear
type: Monster
name: Brown Bear
slug: brown-bear
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.12
  heading: Brown Bear
  line start: 27003
  line end: 27028
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 22 (3d10 + 6)
speed: 40 ft., Climb 30 ft.
skills: Perception +3
senses: Darkvision 60 ft.; Passive Perception 13
languages: None
challenge: 1 (XP 200; PB +2)
armor class value: 11
hit points value: 22
hit points roll:
  expression: 3d10+6
  count: 3
  sides: 10
  modifier: 6
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 15
    modifier: 2
    saving throw: 2
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 13
    modifier: 1
    saving throw: 1
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Multiattack. The bear makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.
  source locator:
    chapter: Animals
    section: 13.12
    heading: Actions
    line start: 27022
    line end: 27028
rules text: Large Beast, Unaligned AC 11 Initiative +1 (11) HP 22 (3d10 + 6) Speed 40 ft., Climb 30 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Actions Multiattack. The bear makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Piercing
    damage roll:
      expression: 1d8+3
      count: 1
      sides: 8
      modifier: 3
  source text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Slashing
    damage roll:
      expression: 1d4+3
      count: 1
      sides: 4
      modifier: 3
  source text: Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

bugbear-stalker
type: Monster
name: Bugbear Stalker
slug: bugbear-stalker
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.49
  heading: Bugbear Stalker
  line start: 19473
  line end: 19507
size type alignment: Medium Fey (Goblinoid), Chaotic Evil
size and type: Medium Fey (Goblinoid)
alignment: Chaotic Evil
armor class: 15
initiative: +2 (12)
hit points: 65 (10d8 + 20)
speed: 30 ft.
skills: Stealth +6, Survival +3
senses: Darkvision 60 ft.; Passive Perception 11
languages: Common, Goblin
gear: Chain Shirt, Javelins (6), Morningstar
challenge: 3 (XP 700; PB +2)
armor class value: 15
hit points value: 65
hit points roll:
  expression: 10d8+20
  count: 10
  sides: 8
  modifier: 20
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 14
    modifier: 2
    saving throw: 4
  int:
    score: 11
    modifier: 0
    saving throw: 0
  wis:
    score: 12
    modifier: 1
    saving throw: 3
  cha:
    score: 11
    modifier: 0
    saving throw: 0
stat sections:
  name: Traits
  rules text: Abduct. The bugbear needn't spend extra movement to move a creature it is grappling.
  source locator:
    chapter: Monsters A-Z
    section: 12.49
    heading: Traits
    line start: 19493
    line end: 19495
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.49
    heading: Actions
    line start: 19497
    line end: 19503
stat sections:
  name: Bonus Actions
  rules text: 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).
  source locator:
    chapter: Monsters A-Z
    section: 12.49
    heading: Bonus Actions
    line start: 19505
    line end: 19507
rules text: Medium Fey (Goblinoid), Chaotic Evil AC 15 Initiative +2 (12) HP 65 (10d8 + 20) Speed 30 ft. Skills Stealth +6, Survival +3 Gear Chain Shirt, Javelins (6), Morningstar Senses Darkvision 60 ft.; Passive Perception 11 Languages Common, Goblin CR 3 (XP 700; PB +2) 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).
attacks:
  name: Javelin
  attack type: Melee or Ranged
  damage components:
    average damage: 13
    damage type: Piercing
    damage roll:
      expression: 3d6+3
      count: 3
      sides: 6
      modifier: 3
  source text: Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 10
  range feet:
    normal: 30
    long: 120
attacks:
  name: Morningstar
  attack type: Melee
  damage components:
    average damage: 12
    damage type: Piercing
    damage roll:
      expression: 2d8+3
      count: 2
      sides: 8
      modifier: 3
  source text: Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. Hit: 12 (2d8 + 3) Piercing damage.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 5
  reach feet: 10

bugbear-warrior
type: Monster
name: Bugbear Warrior
slug: bugbear-warrior
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.50
  heading: Bugbear Warrior
  line start: 19509
  line end: 19537
size type alignment: Medium Fey (Goblinoid), Chaotic Evil
size and type: Medium Fey (Goblinoid)
alignment: Chaotic Evil
armor class: 14
initiative: +2 (12)
hit points: 33 (6d8 + 6)
speed: 30 ft.
skills: Stealth +6, Survival +2
senses: Darkvision 60 ft.; Passive Perception 10
languages: Common, Goblin
gear: Hide Armor, Light Hammers (3)
challenge: 1 (XP 200; PB +2)
armor class value: 14
hit points value: 33
hit points roll:
  expression: 6d8+6
  count: 6
  sides: 8
  modifier: 6
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 8
    modifier: -1
    saving throw: -1
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 9
    modifier: -1
    saving throw: -1
stat sections:
  name: Traits
  rules text: Abduct. The bugbear needn't spend extra movement to move a creature it is grappling.
  source locator:
    chapter: Monsters A-Z
    section: 12.50
    heading: Traits
    line start: 19529
    line end: 19531
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.50
    heading: Actions
    line start: 19533
    line end: 19537
rules text: Medium Fey (Goblinoid), Chaotic Evil AC 14 Initiative +2 (12) HP 33 (6d8 + 6) Speed 30 ft. Skills Stealth +6, Survival +2 Gear Hide Armor, Light Hammers (3) Senses Darkvision 60 ft.; Passive Perception 10 Languages Common, Goblin CR 1 (XP 200; PB +2) 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.
attacks:
  name: Grab
  attack type: Melee
  damage components:
    average damage: 9
    damage type: Bludgeoning
    damage roll:
      expression: 2d6+2
      count: 2
      sides: 6
      modifier: 2
  source text: 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).
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 10
attacks:
  name: Light Hammer
  attack type: Melee or Ranged
  damage components:
    average damage: 9
    damage type: Bludgeoning
    damage roll:
      expression: 3d4+2
      count: 3
      sides: 4
      modifier: 2
  source text: 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.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 10
  range feet:
    normal: 20
    long: 60

bulette
type: Monster
name: Bulette
slug: bulette
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.51
  heading: Bulette
  line start: 19539
  line end: 19570
size type alignment: Large Monstrosity, Unaligned
size and type: Large Monstrosity
alignment: Unaligned
armor class: 17
initiative: +0 (10)
hit points: 94 (9d10 + 45)
speed: 40 ft., Burrow 40 ft.
skills: Perception +6
senses: Darkvision 60 ft., Tremorsense 120 ft.; Passive Perception 16
languages: None
challenge: 5 (XP 1,800; PB +3)
armor class value: 17
hit points value: 94
hit points roll:
  expression: 9d10+45
  count: 9
  sides: 10
  modifier: 45
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 4
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 21
    modifier: 5
    saving throw: 5
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.51
    heading: Actions
    line start: 19560
    line end: 19566
stat sections:
  name: Bonus Actions
  rules text: Leap. The bulette jumps up to 30 feet by spending 10 feet of movement.
  source locator:
    chapter: Monsters A-Z
    section: 12.51
    heading: Bonus Actions
    line start: 19568
    line end: 19570
rules text: Large Monstrosity, Unaligned AC 17 Initiative +0 (10) HP 94 (9d10 + 45) Speed 40 ft., Burrow 40 ft. Skills Perception +6 Senses Darkvision 60 ft., Tremorsense 120 ft.; Passive Perception 16 Languages None CR 5 (XP 1,800; PB +3) 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.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 17
    damage type: Piercing
    damage roll:
      expression: 2d12+4
      count: 2
      sides: 12
      modifier: 4
  source text: Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 5

camel
type: Monster
name: Camel
slug: camel
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.13
  heading: Camel
  line start: 27030
  line end: 27050
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 10
initiative: -1 (9)
hit points: 17 (2d10 + 6)
speed: 50 ft.
senses: Darkvision 60 ft.; Passive Perception 10
languages: None
challenge: 1/8 (XP 25; PB +2)
armor class value: 10
hit points value: 17
hit points roll:
  expression: 2d10+6
  count: 2
  sides: 10
  modifier: 6
challenge rating: 1/8
experience points: 25
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 8
    modifier: -1
    saving throw: -1
  con:
    score: 17
    modifier: 3
    saving throw: 5
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
  source locator:
    chapter: Animals
    section: 13.13
    heading: Actions
    line start: 27048
    line end: 27050
rules text: Large Beast, Unaligned AC 10 Initiative -1 (9) HP 17 (2d10 + 6) Speed 50 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 4
    damage type: Bludgeoning
    damage roll:
      expression: 1d4+2
      count: 1
      sides: 4
      modifier: 2
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

cat
type: Monster
name: Cat
slug: cat
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.14
  heading: Cat
  line start: 27052
  line end: 27077
size type alignment: Tiny Beast, Unaligned
size and type: Tiny Beast
alignment: Unaligned
armor class: 12
initiative: +2 (12)
hit points: 2 (1d4)
speed: 40 ft., Climb 40 ft.
skills: Perception +3, Stealth +4
senses: Darkvision 60 ft.; Passive Perception 13
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 12
hit points value: 2
hit points roll:
  expression: 1d4
  count: 1
  sides: 4
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 3
    modifier: -4
    saving throw: -4
  dex:
    score: 15
    modifier: 2
    saving throw: 4
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength.
  source locator:
    chapter: Animals
    section: 13.14
    heading: Traits
    line start: 27071
    line end: 27073
stat sections:
  name: Actions
  rules text: Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage.
  source locator:
    chapter: Animals
    section: 13.14
    heading: Actions
    line start: 27075
    line end: 27077
rules text: Tiny Beast, Unaligned AC 12 Initiative +2 (12) HP 2 (1d4) Speed 40 ft., Climb 40 ft. Skills Perception +3, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength. Actions Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage.
attacks:
  name: Scratch
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Slashing
  source text: Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

centaur-trooper
type: Monster
name: Centaur Trooper
slug: centaur-trooper
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.53
  heading: Centaur Trooper
  line start: 19574
  line end: 19605
size type alignment: Large Fey, Neutral Good
size and type: Large Fey
alignment: Neutral Good
armor class: 16
initiative: +2 (12)
hit points: 45 (6d10 + 12)
speed: 50 ft.
skills: Athletics +6, Perception +3
senses: Passive Perception 13
languages: Elvish, Sylvan
gear: Breastplate, Longbow, Pike
challenge: 2 (XP 450; PB +2)
armor class value: 16
hit points value: 45
hit points roll:
  expression: 6d10+12
  count: 6
  sides: 10
  modifier: 12
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 18
    modifier: 4
    saving throw: 4
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 9
    modifier: -1
    saving throw: -1
  wis:
    score: 13
    modifier: 1
    saving throw: 1
  cha:
    score: 11
    modifier: 0
    saving throw: 0
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.53
    heading: Actions
    line start: 19594
    line end: 19601
stat sections:
  name: Bonus Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.53
    heading: Bonus Actions
    line start: 19603
    line end: 19605
rules text: Large Fey, Neutral Good AC 16 Initiative +2 (12) HP 45 (6d10 + 12) Speed 50 ft. Skills Athletics +6, Perception +3 Gear Breastplate, Longbow, Pike Senses Passive Perception 13 Languages Elvish, Sylvan CR 2 (XP 450; PB +2) Actions Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage. Bonus Actions Trampling Charge (Recharge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition.
attacks:
  name: Pike
  attack type: Melee
  damage components:
    average damage: 9
    damage type: Piercing
    damage roll:
      expression: 1d10+4
      count: 1
      sides: 10
      modifier: 4
  source text: Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 10
attacks:
  name: Longbow
  attack type: Ranged
  damage components:
    average damage: 6
    damage type: Piercing
    damage roll:
      expression: 1d8+2
      count: 1
      sides: 8
      modifier: 2
  source text: Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 4
  range feet:
    normal: 150
    long: 600

chain-devil
type: Monster
name: Chain Devil
slug: chain-devil
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.54
  heading: Chain Devil
  line start: 19607
  line end: 19648
size type alignment: Medium Fiend (Devil), Lawful Evil
size and type: Medium Fiend (Devil)
alignment: Lawful Evil
armor class: 15
initiative: +5 (15)
hit points: 85 (10d8 + 40)
speed: 30 ft.
resistances: Bludgeoning, Cold, Piercing, Slashing
immunities: Fire, Poison; Poisoned
senses: Darkvision 120 ft. (unimpeded by magical
languages: Infernal; telepathy 120 ft.
challenge: 8 (XP 3,900; PB +3)
armor class value: 15
hit points value: 85
hit points roll:
  expression: 10d8+40
  count: 10
  sides: 8
  modifier: 40
challenge rating: 8
experience points: 3900
proficiency bonus: 3
abilities:
  str:
    score: 18
    modifier: 4
    saving throw: 4
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 18
    modifier: 4
    saving throw: 7
  int:
    score: 11
    modifier: 0
    saving throw: 0
  wis:
    score: 12
    modifier: 1
    saving throw: 4
  cha:
    score: 14
    modifier: 2
    saving throw: 2
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.54
    heading: Traits
    line start: 19632
    line end: 19636
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.54
    heading: Actions
    line start: 19638
    line end: 19644
stat sections:
  name: Reactions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.54
    heading: Reactions
    line start: 19646
    line end: 19648
rules text: Medium Fiend (Devil), Lawful Evil AC 15 Initiative +5 (15) HP 85 (10d8 + 40) Speed 30 ft. Resistances Bludgeoning, Cold, Piercing, Slashing Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11 Languages Infernal; telepathy 120 ft. CR 8 (XP 3,900; PB +3) Traits Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain. Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends. Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of the devil's next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the target up to 30 feet straight toward itself. Success: The chain disappears. Reactions Unnerving Gaze. Trigger: A creature the devil can see starts its turn within 30 feet of the devil and can see the devil. Response - Wisdom Saving Throw: DC 15, the triggering creature. Failure: The target has the Frightened condition until the end of its turn. Success: The target is immune to this devil's Unnerving Gaze for 24 hours.
condition immunities: poisoned
attacks:
  name: Chain
  attack type: Melee
  damage components:
    average damage: 11
    damage type: Slashing
    damage roll:
      expression: 2d6+4
      count: 2
      sides: 6
      modifier: 4
  source text: 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.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 10

chimera
type: Monster
name: Chimera
slug: chimera
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.55
  heading: Chimera
  line start: 19650
  line end: 19681
size type alignment: Large Monstrosity, Chaotic Evil
size and type: Large Monstrosity
alignment: Chaotic Evil
armor class: 14
initiative: +0 (10)
hit points: 114 (12d10 + 48)
speed: 30 ft., Fly 60 ft.
skills: Perception +8
senses: Darkvision 60 ft.; Passive Perception 18
languages: Understands Draconic but can't speak
challenge: 6 (XP 2,300; PB +3)
armor class value: 14
hit points value: 114
hit points roll:
  expression: 12d10+48
  count: 12
  sides: 10
  modifier: 48
challenge rating: 6
experience points: 2300
proficiency bonus: 3
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 4
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 19
    modifier: 4
    saving throw: 4
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.55
    heading: Actions
    line start: 19671
    line end: 19681
rules text: Large Monstrosity, Chaotic Evil AC 14 Initiative +0 (10) HP 114 (12d10 + 48) Speed 30 ft., Fly 60 ft. Skills Perception +8 Senses Darkvision 60 ft.; Passive Perception 18 Languages Understands Draconic but can't speak CR 6 (XP 2,300; PB +3) Actions Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack roll. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage. Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31(7d8) Fire damage. Success: Half damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 11
    damage type: Piercing
    damage roll:
      expression: 2d6+4
      count: 2
      sides: 6
      modifier: 4
  damage components:
    average damage: 18
    damage type: Piercing
    damage roll:
      expression: 4d6+4
      count: 4
      sides: 6
      modifier: 4
  source text: 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.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 5
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Slashing
    damage roll:
      expression: 1d6+4
      count: 1
      sides: 6
      modifier: 4
  source text: Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 7
  reach feet: 5
attacks:
  name: Ram
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Bludgeoning
    damage roll:
      expression: 1d12+4
      count: 1
      sides: 12
      modifier: 4
  source text: 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.
  path: statSections[0].rulesText.paragraphs[3]
  parse status: parsed
  attack bonus: 7
  reach feet: 5

chuul
type: Monster
name: Chuul
slug: chuul
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.56
  heading: Chuul
  line start: 19683
  line end: 19717
size type alignment: Large Aberration, Chaotic Evil
size and type: Large Aberration
alignment: Chaotic Evil
armor class: 16
initiative: +0 (10)
hit points: 76 (9d10 + 27)
speed: 30 ft., Swim 30 ft.
skills: Perception +4
immunities: Poison; Poisoned
senses: Darkvision 60 ft.; Passive Perception 14
languages: Understands Deep Speech but can't speak
challenge: 4 (XP 1,100; PB +2)
armor class value: 16
hit points value: 76
hit points roll:
  expression: 9d10+27
  count: 9
  sides: 10
  modifier: 27
challenge rating: 4
experience points: 1100
proficiency bonus: 2
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 4
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 5
    modifier: -3
    saving throw: -3
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.56
    heading: Traits
    line start: 19705
    line end: 19709
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.56
    heading: Actions
    line start: 19711
    line end: 19717
rules text: Large Aberration, Chaotic Evil AC 16 Initiative +0 (10) HP 76 (9d10 + 27) Speed 30 ft., Swim 30 ft. Skills Perception +4 Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive Perception 14 Languages Understands Deep Speech but can't speak CR 4 (XP 1,100; PB +2) Traits Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical. Actions Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers. Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.
condition immunities: poisoned
attacks:
  name: Pincer
  attack type: Melee
  damage components:
    average damage: 9
    damage type: Bludgeoning
    damage roll:
      expression: 1d10+4
      count: 1
      sides: 10
      modifier: 4
  source text: 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.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 10

clay-golem
type: Monster
name: Clay Golem
slug: clay-golem
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.57
  heading: Clay Golem
  line start: 19719
  line end: 19759
size type alignment: Large Construct, Unaligned
size and type: Large Construct
alignment: Unaligned
armor class: 14
initiative: +3 (13)
hit points: 123 (13d10 + 52)
speed: 30 ft.
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
challenge: 9 (XP 5,000; PB +4)
armor class value: 14
hit points value: 123
hit points roll:
  expression: 13d10+52
  count: 13
  sides: 10
  modifier: 52
challenge rating: 9
experience points: 5000
proficiency bonus: 4
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 13
    modifier: 1
    saving throw: 1
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.57
    heading: Traits
    line start: 19741
    line end: 19749
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.57
    heading: Actions
    line start: 19751
    line end: 19755
stat sections:
  name: Bonus Actions
  rules text: Hasten (Recharge 5–6). The golem takes the Dash and Disengage actions.
  source locator:
    chapter: Monsters A-Z
    section: 12.57
    heading: Bonus Actions
    line start: 19757
    line end: 19759
rules text: Large Construct, Unaligned AC 14 Initiative +3 (13) HP 123 (13d10 + 52) Speed 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Common plus one other language CR 9 (XP 5,000; PB +4) Traits Acid Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects. Actions Multiattack. The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn. Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target's Hit Point maximum decreases by an amount equal to the Acid damage taken. Bonus Actions Hasten (Recharge 5–6). The golem takes the Dash and Disengage actions.
condition immunities: charmed
condition immunities: exhaustion
condition immunities: frightened
condition immunities: paralyzed
condition immunities: petrified
condition immunities: poisoned
attacks:
  name: Slam
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Bludgeoning
    damage roll:
      expression: 1d10+5
      count: 1
      sides: 10
      modifier: 5
  damage components:
    average damage: 6
    damage type: Acid
    damage roll:
      expression: 1d12
      count: 1
      sides: 12
  source text: 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.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 9
  reach feet: 5

cloaker
type: Monster
name: Cloaker
slug: cloaker
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.58
  heading: Cloaker
  line start: 19761
  line end: 19801
size type alignment: Large Aberration, Chaotic Neutral
size and type: Large Aberration
alignment: Chaotic Neutral
armor class: 14
initiative: +5 (15)
hit points: 91 (14d10 + 14)
speed: 10 ft., Fly 40 ft.
skills: Stealth +5
immunities: Frightened
senses: Darkvision 120 ft.; Passive Perception 12
languages: Deep Speech, Undercommon
challenge: 8 (XP 3,900; PB +3)
armor class value: 14
hit points value: 91
hit points roll:
  expression: 14d10+14
  count: 14
  sides: 10
  modifier: 14
challenge rating: 8
experience points: 3900
proficiency bonus: 3
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 13
    modifier: 1
    saving throw: 1
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls.
  source locator:
    chapter: Monsters A-Z
    section: 12.58
    heading: Traits
    line start: 19783
    line end: 19785
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.58
    heading: Actions
    line start: 19787
    line end: 19795
stat sections:
  name: Bonus Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.58
    heading: Bonus Actions
    line start: 19797
    line end: 19801
rules text: Large Aberration, Chaotic Neutral AC 14 Initiative +5 (15) HP 91 (14d10 + 14) Speed 10 ft., Fly 40 ft. Skills Stealth +5 Immunities Frightened Senses Darkvision 120 ft.; Passive Perception 12 Languages Deep Speech, Undercommon CR 8 (XP 3,900; PB +3) Traits Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls. Actions Multiattack. The cloaker makes one Attach attack and two Tail attacks. Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage. Bonus Actions Moan. Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24 hours. Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.
condition immunities: frightened
attacks:
  name: Attach
  attack type: Melee
  damage components:
    average damage: 13
    damage type: Piercing
    damage roll:
      expression: 3d6+3
      count: 3
      sides: 6
      modifier: 3
  source text: 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.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 5
attacks:
  name: Tail
  attack type: Melee
  damage components:
    average damage: 8
    damage type: Slashing
    damage roll:
      expression: 1d10+3
      count: 1
      sides: 10
      modifier: 3
  source text: Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage.
  path: statSections[1].rulesText.paragraphs[3]
  parse status: parsed
  attack bonus: 6
  reach feet: 10

cloud-giant
type: Monster
name: Cloud Giant
slug: cloud-giant
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.59
  heading: Cloud Giant
  line start: 19803
  line end: 19840
size type alignment: Huge Giant, Neutral
size and type: Huge Giant
alignment: Neutral
armor class: 14
initiative: +4 (14)
hit points: 200 (16d12 + 96)
speed: 40 ft., Fly 20 ft. (hover)
skills: Insight +7, Perception +11
senses: Passive Perception 21
languages: Common, Giant
challenge: 9 (XP 5,000; PB +4)
armor class value: 14
hit points value: 200
hit points roll:
  expression: 16d12+96
  count: 16
  sides: 12
  modifier: 96
challenge rating: 9
experience points: 5000
proficiency bonus: 4
abilities:
  str:
    score: 27
    modifier: 8
    saving throw: 8
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 22
    modifier: 6
    saving throw: 10
  int:
    score: 12
    modifier: 1
    saving throw: 1
  wis:
    score: 16
    modifier: 3
    saving throw: 7
  cha:
    score: 16
    modifier: 3
    saving throw: 3
stat sections:
  name: Actions
  rules text: 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
  source locator:
    chapter: Monsters A-Z
    section: 12.59
    heading: Actions
    line start: 19824
    line end: 19836
stat sections:
  name: Bonus Actions
  rules text: Misty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting.
  source locator:
    chapter: Monsters A-Z
    section: 12.59
    heading: Bonus Actions
    line start: 19838
    line end: 19840
rules text: Huge Giant, Neutral AC 14 Initiative +4 (14) HP 200 (16d12 + 96) Speed 40 ft., Fly 20 ft. (hover) Skills Insight +7, Perception +11 Senses Passive Perception 21 Languages Common, Giant CR 9 (XP 5,000; PB +4) Actions Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud. Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage. Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn. Spellcasting. The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis Bonus Actions Misty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting.
attacks:
  name: Thunderous Mace
  attack type: Melee
  damage components:
    average damage: 21
    damage type: Bludgeoning
    damage roll:
      expression: 3d8+8
      count: 3
      sides: 8
      modifier: 8
  damage components:
    average damage: 7
    damage type: Thunder
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 12
  reach feet: 10
attacks:
  name: Thundercloud
  attack type: Ranged
  damage components:
    average damage: 18
    damage type: Thunder
    damage roll:
      expression: 3d6+8
      count: 3
      sides: 6
      modifier: 8
  source text: 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.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 12
  range feet:
    normal: 240

cockatrice
type: Monster
name: Cockatrice
slug: cockatrice
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.60
  heading: Cockatrice
  line start: 19842
  line end: 19865
size type alignment: Small Monstrosity, Unaligned
size and type: Small Monstrosity
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 22 (5d6 + 5)
speed: 20 ft., Fly 40 ft.
immunities: Petrified
senses: Darkvision 60 ft.; Passive Perception 11
languages: None
challenge: 1/2 (XP 100; PB +2)
armor class value: 11
hit points value: 22
hit points roll:
  expression: 5d6+5
  count: 5
  sides: 6
  modifier: 5
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 12
    modifier: 1
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 14
    modifier: 2
    saving throw: 2
  wis:
    score: 11
    modifier: 0
    saving throw: 2
  cha:
    score: 13
    modifier: 1
    saving throw: 1
stat sections:
  name: Actions
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.60
    heading: Actions
    line start: 19863
    line end: 19865
rules text: Small Monstrosity, Unaligned AC 11 Initiative +1 (11) HP 22 (5d6 + 5) Speed 20 ft., Fly 40 ft. Immunities Petrified Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Actions Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 11. First Failure: The target has the Restrained condition. The target repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition, instead of the Restrained condition, for 24 hours.
condition immunities: petrified
attacks:
  name: Petrifying Bite
  attack type: Melee
  damage components:
    average damage: 3
    damage type: Piercing
    damage roll:
      expression: 1d4+1
      count: 1
      sides: 4
      modifier: 1
  source text: 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.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5

commoner
type: Monster
name: Commoner
slug: commoner
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.61
  heading: Commoner
  line start: 19867
  line end: 19894
size type alignment: Medium or Small Humanoid, Neutral
size and type: Medium or Small Humanoid
alignment: Neutral
armor class: 10
initiative: +0 (10)
hit points: 4 (1d8)
speed: 30 ft.
senses: Passive Perception 10
languages: Common
gear: Club
challenge: 0 (XP 10; PB +2)
armor class value: 10
hit points value: 4
hit points roll:
  expression: 1d8
  count: 1
  sides: 8
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Traits
  rules text: Training. The commoner has proficiency in one skill of the GM's choice and has Advantage whenever it makes an ability check using that skill.
  source locator:
    chapter: Monsters A-Z
    section: 12.61
    heading: Traits
    line start: 19888
    line end: 19890
stat sections:
  name: Actions
  rules text: Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.61
    heading: Actions
    line start: 19892
    line end: 19894
rules text: Medium or Small Humanoid, Neutral AC 10 Initiative +0 (10) HP 4 (1d8) Speed 30 ft. Gear Club Senses Passive Perception 10 Languages Common CR 0 (XP 10; PB +2) Traits Training. The commoner has proficiency in one skill of the GM's choice and has Advantage whenever it makes an ability check using that skill. Actions Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.
attacks:
  name: Club
  attack type: Melee
  damage components:
    average damage: 2
    damage type: Bludgeoning
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 2
  reach feet: 5

constrictor-snake
type: Monster
name: Constrictor Snake
slug: constrictor-snake
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.15
  heading: Constrictor Snake
  line start: 27079
  line end: 27103
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 13
initiative: +2 (12)
hit points: 13 (2d10 + 2)
speed: 30 ft., Swim 30 ft.
skills: Perception +2, Stealth +4
senses: Blindsight 10 ft.; Passive Perception 12
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 13
hit points value: 13
hit points roll:
  expression: 2d10+2
  count: 2
  sides: 10
  modifier: 2
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 3
    modifier: -4
    saving throw: -4
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).
  source locator:
    chapter: Animals
    section: 13.15
    heading: Actions
    line start: 27098
    line end: 27103
rules text: Large Beast, Unaligned AC 13 Initiative +2 (12) HP 13 (2d10 + 2) Speed 30 ft., Swim 30 ft. Skills Perception +2, Stealth +4 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Piercing
    damage roll:
      expression: 1d8+2
      count: 1
      sides: 8
      modifier: 2
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

copper-dragon-wyrmling
type: Monster
name: Copper Dragon Wyrmling
slug: copper-dragon-wyrmling
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.63
  heading: Copper Dragon Wyrmling
  line start: 19898
  line end: 19924
size type alignment: Medium Dragon (Metallic), Chaotic Good
size and type: Medium Dragon (Metallic)
alignment: Chaotic Good
armor class: 16
initiative: +3 (13)
hit points: 22 (4d8 + 4)
speed: 30 ft., Climb 30 ft., Fly 60 ft.
skills: Perception +4, Stealth +3
immunities: Acid
senses: Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
languages: Draconic
challenge: 1 (XP 200; PB +2)
armor class value: 16
hit points value: 22
hit points roll:
  expression: 4d8+4
  count: 4
  sides: 8
  modifier: 4
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 12
    modifier: 1
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 14
    modifier: 2
    saving throw: 2
  wis:
    score: 11
    modifier: 0
    saving throw: 2
  cha:
    score: 13
    modifier: 1
    saving throw: 1
stat sections:
  name: Actions
  rules text: Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
  source locator:
    chapter: Monsters A-Z
    section: 12.63
    heading: Actions
    line start: 19918
    line end: 19924
rules text: Medium Dragon (Metallic), Chaotic Good AC 16 Initiative +3 (13) HP 22 (4d8 + 4) Speed 30 ft., Climb 30 ft., Fly 60 ft. Skills Perception +4, Stealth +3 Immunities Acid Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 1 (XP 200; PB +2) Actions Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Slashing
    damage roll:
      expression: 1d10+2
      count: 1
      sides: 10
      modifier: 2
  source text: Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

couatl
type: Monster
name: Couatl
slug: couatl
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.67
  heading: Couatl
  line start: 20059
  line end: 20102
size type alignment: Medium Celestial, Lawful Good
size and type: Medium Celestial
alignment: Lawful Good
armor class: 19
initiative: +5 (15)
hit points: 60 (8d8 + 24)
speed: 30 ft., Fly 90 ft.
resistances: Bludgeoning, Piercing, Slashing
immunities: Psychic, Radiant
senses: Truesight 120 ft.; Passive Perception 15
languages: All; telepathy 120 ft.
challenge: 4 (XP 1,100; PB +2)
armor class value: 19
hit points value: 60
hit points roll:
  expression: 8d8+24
  count: 8
  sides: 8
  modifier: 24
challenge rating: 4
experience points: 1100
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 20
    modifier: 5
    saving throw: 5
  con:
    score: 17
    modifier: 3
    saving throw: 5
  int:
    score: 18
    modifier: 4
    saving throw: 4
  wis:
    score: 20
    modifier: 5
    saving throw: 7
  cha:
    score: 18
    modifier: 4
    saving throw: 4
stat sections:
  name: Traits
  rules text: Shielded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them.
  source locator:
    chapter: Monsters A-Z
    section: 12.67
    heading: Traits
    line start: 20081
    line end: 20083
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends. Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep
  source locator:
    chapter: Monsters A-Z
    section: 12.67
    heading: Actions
    line start: 20085
    line end: 20098
stat sections:
  name: Bonus Actions
  rules text: Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.
  source locator:
    chapter: Monsters A-Z
    section: 12.67
    heading: Bonus Actions
    line start: 20100
    line end: 20102
rules text: Medium Celestial, Lawful Good AC 19 Initiative +5 (15) HP 60 (8d8 + 24) Speed 30 ft., Fly 90 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Psychic, Radiant Senses Truesight 120 ft.; Passive Perception 15 Languages All; telepathy 120 ft. CR 4 (XP 1,100; PB +2) Traits Shielded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them. Actions Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends. Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep Bonus Actions Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 11
    damage type: Piercing
    damage roll:
      expression: 1d12+5
      count: 1
      sides: 12
      modifier: 5
  source text: Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 7
  reach feet: 5

crab
type: Monster
name: Crab
slug: crab
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.16
  heading: Crab
  line start: 27105
  line end: 27130
size type alignment: Tiny Beast, Unaligned
size and type: Tiny Beast
alignment: Unaligned
armor class: 11
initiative: +0 (10)
hit points: 3 (1d4 + 1)
speed: 20 ft., Swim 20 ft.
skills: Stealth +2
senses: Blindsight 30 ft.; Passive Perception 9
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 11
hit points value: 3
hit points roll:
  expression: 1d4+1
  count: 1
  sides: 4
  modifier: 1
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 6
    modifier: -2
    saving throw: -2
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 8
    modifier: -1
    saving throw: -1
  cha:
    score: 2
    modifier: -4
    saving throw: -4
stat sections:
  name: Traits
  rules text: Amphibious. The crab can breathe air and water.
  source locator:
    chapter: Animals
    section: 13.16
    heading: Traits
    line start: 27124
    line end: 27126
stat sections:
  name: Actions
  rules text: Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage.
  source locator:
    chapter: Animals
    section: 13.16
    heading: Actions
    line start: 27128
    line end: 27130
rules text: Tiny Beast, Unaligned AC 11 Initiative +0 (10) HP 3 (1d4 + 1) Speed 20 ft., Swim 20 ft. Skills Stealth +2 Senses Blindsight 30 ft.; Passive Perception 9 Languages None CR 0 (XP 10; PB +2) Traits Amphibious. The crab can breathe air and water. Actions Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage.
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Bludgeoning
  source text: Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 2
  reach feet: 5

crocodile
type: Monster
name: Crocodile
slug: crocodile
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.17
  heading: Crocodile
  line start: 27132
  line end: 27157
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 12
initiative: +0 (10)
hit points: 13 (2d10 + 2)
speed: 20 ft., Swim 30 ft.
skills: Stealth +2
senses: Passive Perception 10
languages: None
challenge: 1/2 (XP 100; PB +2)
armor class value: 12
hit points value: 13
hit points roll:
  expression: 2d10+2
  count: 2
  sides: 10
  modifier: 2
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 13
    modifier: 1
    saving throw: 3
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Hold Breath. The crocodile can hold its breath for 1 hour.
  source locator:
    chapter: Animals
    section: 13.17
    heading: Traits
    line start: 27151
    line end: 27153
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition.
  source locator:
    chapter: Animals
    section: 13.17
    heading: Actions
    line start: 27155
    line end: 27157
rules text: Large Beast, Unaligned AC 12 Initiative +0 (10) HP 13 (2d10 + 2) Speed 20 ft., Swim 30 ft. Skills Stealth +2 Senses Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Traits Hold Breath. The crocodile can hold its breath for 1 hour. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Piercing
    damage roll:
      expression: 1d8+2
      count: 1
      sides: 8
      modifier: 2
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

cultist
type: Monster
name: Cultist
slug: cultist
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.71
  heading: Cultist
  line start: 20136
  line end: 20158
size type alignment: Medium or Small Humanoid, Neutral
size and type: Medium or Small Humanoid
alignment: Neutral
armor class: 12
initiative: +1 (11)
hit points: 9 (2d8)
speed: 30 ft.
skills: Deception +2, Religion +2
senses: Passive Perception 10
languages: Common
gear: Leather Armor, Sickle
challenge: 1/8 (XP 25; PB +2)
armor class value: 12
hit points value: 9
hit points roll:
  expression: 2d8
  count: 2
  sides: 8
challenge rating: 1/8
experience points: 25
proficiency bonus: 2
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 5
    modifier: -3
    saving throw: -3
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 4
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.71
    heading: Actions
    line start: 20156
    line end: 20158
rules text: Medium or Small Humanoid, Neutral AC 12 Initiative +1 (11) HP 9 (2d8) Speed 30 ft. Skills Deception +2, Religion +2 Gear Leather Armor, Sickle Senses Passive Perception 10 Languages Common CR 1/8 (XP 25; PB +2) Actions Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
attacks:
  name: Ritual Sickle
  attack type: Melee
  damage components:
    average damage: 3
    damage type: Slashing
    damage roll:
      expression: 1d4+1
      count: 1
      sides: 4
      modifier: 1
  damage components:
    average damage: 1
    damage type: Necrotic
  source text: Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5

cultist-fanatic
type: Monster
name: Cultist Fanatic
slug: cultist-fanatic
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.72
  heading: Cultist Fanatic
  line start: 20160
  line end: 20196
size type alignment: Medium or Small Humanoid, Neutral
size and type: Medium or Small Humanoid
alignment: Neutral
armor class: 13
initiative: +2 (12)
hit points: 44 (8d8 + 8)
speed: 30 ft.
skills: Deception +3, Persuasion +3, Religion +2
senses: Passive Perception 12
languages: Common
gear: Holy Symbol, Leather Armor
challenge: 2 (XP 450; PB +2)
armor class value: 13
hit points value: 44
hit points roll:
  expression: 8d8+8
  count: 8
  sides: 8
  modifier: 8
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 5
    modifier: -3
    saving throw: -3
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 4
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person
  source locator:
    chapter: Monsters A-Z
    section: 12.72
    heading: Actions
    line start: 20180
    line end: 20192
stat sections:
  name: Bonus Actions
  rules text: Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.
  source locator:
    chapter: Monsters A-Z
    section: 12.72
    heading: Bonus Actions
    line start: 20194
    line end: 20196
rules text: Medium or Small Humanoid, Neutral AC 13 Initiative +2 (12) HP 44 (8d8 + 8) Speed 30 ft. Skills Deception +3, Persuasion +3, Religion +2 Gear Holy Symbol, Leather Armor Senses Passive Perception 12 Languages Common CR 2 (XP 450; PB +2) Actions Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person Bonus Actions Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.
attacks:
  name: Pact Blade
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Slashing
    damage roll:
      expression: 1d8+2
      count: 1
      sides: 8
      modifier: 2
  damage components:
    average damage: 7
    damage type: Necrotic
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

darkmantle
type: Monster
name: Darkmantle
slug: darkmantle
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.73
  heading: Darkmantle
  line start: 20198
  line end: 20227
size type alignment: Small Aberration, Unaligned
size and type: Small Aberration
alignment: Unaligned
armor class: 11
initiative: +3 (13)
hit points: 22 (5d6 + 5)
speed: 10 ft., Fly 30 ft.
skills: Stealth +3
senses: Blindsight 60 ft.; Passive Perception 10
languages: None
challenge: 1/2 (XP 100; PB +2)
armor class value: 11
hit points value: 22
hit points roll:
  expression: 5d6+5
  count: 5
  sides: 6
  modifier: 5
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement. Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it.
  source locator:
    chapter: Monsters A-Z
    section: 12.73
    heading: Actions
    line start: 20219
    line end: 20227
rules text: Small Aberration, Unaligned AC 11 Initiative +3 (13) HP 22 (5d6 + 5) Speed 10 ft., Fly 30 ft. Skills Stealth +3 Senses Blindsight 60 ft.; Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Actions Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement. Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it.
attacks:
  name: Crush
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Bludgeoning
    damage roll:
      expression: 1d6+3
      count: 1
      sides: 6
      modifier: 3
  source text: Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

death-dog
type: Monster
name: Death Dog
slug: death-dog
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.74
  heading: Death Dog
  line start: 20229
  line end: 20255
size type alignment: Medium Monstrosity, Neutral Evil
size and type: Medium Monstrosity
alignment: Neutral Evil
armor class: 12
initiative: +2 (12)
hit points: 39 (6d8 + 12)
speed: 40 ft.
skills: Perception +5, Stealth +4
immunities: Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
senses: Darkvision 120 ft.; Passive Perception 15
languages: None
challenge: 1 (XP 200; PB +2)
armor class value: 12
hit points value: 39
hit points roll:
  expression: 6d8+12
  count: 6
  sides: 8
  modifier: 12
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 13
    modifier: 1
    saving throw: 1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Multiattack. The death dog makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10).
  source locator:
    chapter: Monsters A-Z
    section: 12.74
    heading: Actions
    line start: 20251
    line end: 20255
rules text: Medium Monstrosity, Neutral Evil AC 12 Initiative +2 (12) HP 39 (6d8 + 12) Speed 40 ft. Skills Perception +5, Stealth +4 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Senses Darkvision 120 ft.; Passive Perception 15 Languages None CR 1 (XP 200; PB +2) Actions Multiattack. The death dog makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10).
condition immunities: blinded
condition immunities: charmed
condition immunities: deafened
condition immunities: frightened
condition immunities: stunned
condition immunities: unconscious
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 4
    damage type: Piercing
    damage roll:
      expression: 1d4+2
      count: 1
      sides: 4
      modifier: 2
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10).
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

deer
type: Monster
name: Deer
slug: deer
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.18
  heading: Deer
  line start: 27159
  line end: 27184
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 13
initiative: +3 (13)
hit points: 4 (1d8)
speed: 50 ft.
skills: Perception +4
senses: Darkvision 60 ft.; Passive Perception 14
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 13
hit points value: 4
hit points roll:
  expression: 1d8
  count: 1
  sides: 8
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 11
    modifier: 0
    saving throw: 0
  dex:
    score: 16
    modifier: 3
    saving throw: 3
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Agile. The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach.
  source locator:
    chapter: Animals
    section: 13.18
    heading: Traits
    line start: 27178
    line end: 27180
stat sections:
  name: Actions
  rules text: Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.
  source locator:
    chapter: Animals
    section: 13.18
    heading: Actions
    line start: 27182
    line end: 27184
rules text: Medium Beast, Unaligned AC 13 Initiative +3 (13) HP 4 (1d8) Speed 50 ft. Skills Perception +4 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 0 (XP 10; PB +2) Traits Agile. The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach. Actions Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.
attacks:
  name: Ram
  attack type: Melee
  damage components:
    average damage: 2
    damage type: Bludgeoning
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 2
  reach feet: 5

deva
type: Monster
name: Deva
slug: deva
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.75
  heading: Deva
  line start: 20257
  line end: 20300
size type alignment: Medium Celestial (Angel), Lawful Good
size and type: Medium Celestial (Angel)
alignment: Lawful Good
armor class: 17
initiative: +4 (14)
hit points: 229 (27d8 + 108)
speed: 30 ft., Fly 90 ft. (hover)
skills: Insight +9, Perception +9
resistances: Radiant
immunities: Charmed, Exhaustion, Frightened
senses: Darkvision 120 ft.; Passive Perception 19
languages: All; telepathy 120 ft.
challenge: 10 (XP 5,900; PB +4)
armor class value: 17
hit points value: 229
hit points roll:
  expression: 27d8+108
  count: 27
  sides: 8
  modifier: 108
challenge rating: 10
experience points: 5900
proficiency bonus: 4
abilities:
  str:
    score: 18
    modifier: 4
    saving throw: 4
  dex:
    score: 18
    modifier: 4
    saving throw: 4
  con:
    score: 18
    modifier: 4
    saving throw: 4
  int:
    score: 17
    modifier: 3
    saving throw: 3
  wis:
    score: 20
    modifier: 5
    saving throw: 9
  cha:
    score: 20
    modifier: 5
    saving throw: 9
stat sections:
  name: Traits
  rules text: Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The deva has Advantage on saving throws against spells and other magical effects.
  source locator:
    chapter: Monsters A-Z
    section: 12.75
    heading: Traits
    line start: 20280
    line end: 20284
stat sections:
  name: Actions
  rules text: Multiattack. The deva makes two Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcasting. The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Commune, Raise Dead
  source locator:
    chapter: Monsters A-Z
    section: 12.75
    heading: Actions
    line start: 20286
    line end: 20296
stat sections:
  name: Bonus Actions
  rules text: Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
  source locator:
    chapter: Monsters A-Z
    section: 12.75
    heading: Bonus Actions
    line start: 20298
    line end: 20300
rules text: Medium Celestial (Angel), Lawful Good AC 17 Initiative +4 (14) HP 229 (27d8 + 108) Speed 30 ft., Fly 90 ft. (hover) Skills Insight +9, Perception +9 Resistances Radiant Immunities Charmed, Exhaustion, Frightened Senses Darkvision 120 ft.; Passive Perception 19 Languages All; telepathy 120 ft. CR 10 (XP 5,900; PB +4) Traits Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The deva has Advantage on saving throws against spells and other magical effects. Actions Multiattack. The deva makes two Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcasting. The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Commune, Raise Dead Bonus Actions Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
condition immunities: charmed
condition immunities: exhaustion
condition immunities: frightened
attacks:
  name: Holy Mace
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Bludgeoning
    damage roll:
      expression: 1d6+4
      count: 1
      sides: 6
      modifier: 4
  damage components:
    average damage: 18
    damage type: Radiant
    damage roll:
      expression: 4d8
      count: 4
      sides: 8
  source text: Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 8
  reach feet: 5

dire-wolf
type: Monster
name: Dire Wolf
slug: dire-wolf
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.19
  heading: Dire Wolf
  line start: 27186
  line end: 27211
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 14
initiative: +2 (12)
hit points: 22 (3d10 + 6)
speed: 50 ft.
skills: Perception +5, Stealth +4
senses: Darkvision 60 ft.; Passive Perception 15
languages: None
challenge: 1 (XP 200; PB +2)
armor class value: 14
hit points value: 22
hit points roll:
  expression: 3d10+6
  count: 3
  sides: 10
  modifier: 6
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 15
    modifier: 2
    saving throw: 2
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
  source locator:
    chapter: Animals
    section: 13.19
    heading: Traits
    line start: 27205
    line end: 27207
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
  source locator:
    chapter: Animals
    section: 13.19
    heading: Actions
    line start: 27209
    line end: 27211
rules text: Large Beast, Unaligned AC 14 Initiative +2 (12) HP 22 (3d10 + 6) Speed 50 ft. Skills Perception +5, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1 (XP 200; PB +2) Traits Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 8
    damage type: Piercing
    damage roll:
      expression: 1d10+3
      count: 1
      sides: 10
      modifier: 3
  source text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

djinni
type: Monster
name: Djinni
slug: djinni
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.76
  heading: Djinni
  line start: 20302
  line end: 20353
size type alignment: Large Elemental (Genie), Neutral
size and type: Large Elemental (Genie)
alignment: Neutral
armor class: 17
initiative: +2 (12)
hit points: 218 (19d10 + 114)
speed: 30 ft., Fly 90 ft. (hover)
immunities: Lightning, Thunder
senses: Darkvision 120 ft.; Passive Perception 13
languages: Primordial (Auran)
challenge: 11 (XP 7,200; PB +4)
armor class value: 17
hit points value: 218
hit points roll:
  expression: 19d10+114
  count: 19
  sides: 10
  modifier: 114
challenge rating: 11
experience points: 7200
proficiency bonus: 4
abilities:
  str:
    score: 21
    modifier: 5
    saving throw: 5
  dex:
    score: 15
    modifier: 2
    saving throw: 6
  con:
    score: 22
    modifier: 6
    saving throw: 6
  int:
    score: 15
    modifier: 2
    saving throw: 2
  wis:
    score: 16
    modifier: 3
    saving throw: 7
  cha:
    score: 20
    modifier: 5
    saving throw: 5
stat sections:
  name: Traits
  rules text: Elemental Restoration. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects. Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days.
  source locator:
    chapter: Monsters A-Z
    section: 12.76
    heading: Traits
    line start: 20323
    line end: 20329
stat sections:
  name: Actions
  rules text: Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition. Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns. Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind. At the start of each of its turns, the Restrained target takes 21 (6d6) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. Spellcasting. The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Detect Magic 2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift
  source locator:
    chapter: Monsters A-Z
    section: 12.76
    heading: Actions
    line start: 20331
    line end: 20353
rules text: Large Elemental (Genie), Neutral AC 17 Initiative +2 (12) HP 218 (19d10 + 114) Speed 30 ft., Fly 90 ft. (hover) Immunities Lightning, Thunder Senses Darkvision 120 ft.; Passive Perception 13 Languages Primordial (Auran) CR 11 (XP 7,200; PB +4) Traits Elemental Restoration. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects. Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days. Actions Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition. Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns. Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind…
attacks:
  name: Storm Blade
  attack type: Melee
  damage components:
    average damage: 12
    damage type: Slashing
    damage roll:
      expression: 2d6+5
      count: 2
      sides: 6
      modifier: 5
  damage components:
    average damage: 7
    damage type: Lightning
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 9
  reach feet: 5
attacks:
  name: Storm Bolt
  attack type: Ranged
  damage components:
    average damage: 13
    damage type: Thunder
    damage roll:
      expression: 3d8
      count: 3
      sides: 8
  source text: Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 9
  range feet:
    normal: 120

doppelganger
type: Monster
name: Doppelganger
slug: doppelganger
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.77
  heading: Doppelganger
  line start: 20355
  line end: 20389
size type alignment: Medium Monstrosity, Neutral
size and type: Medium Monstrosity
alignment: Neutral
armor class: 14
initiative: +4 (14)
hit points: 52 (8d8 + 16)
speed: 30 ft.
skills: Deception +6, Insight +3
immunities: Charmed
senses: Darkvision 60 ft.; Passive Perception 11
languages: Common plus three other languages
challenge: 3 (XP 700; PB +2)
armor class value: 14
hit points value: 52
hit points roll:
  expression: 8d8+16
  count: 8
  sides: 8
  modifier: 16
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 11
    modifier: 0
    saving throw: 0
  dex:
    score: 18
    modifier: 4
    saving throw: 4
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 11
    modifier: 0
    saving throw: 0
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 14
    modifier: 2
    saving throw: 2
stat sections:
  name: Actions
  rules text: Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12). Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the Frightened 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.77
    heading: Actions
    line start: 20377
    line end: 20385
stat sections:
  name: Bonus Actions
  rules text: Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
  source locator:
    chapter: Monsters A-Z
    section: 12.77
    heading: Bonus Actions
    line start: 20387
    line end: 20389
rules text: Medium Monstrosity, Neutral AC 14 Initiative +4 (14) HP 52 (8d8 + 16) Speed 30 ft. Skills Deception +6, Insight +3 Immunities Charmed Senses Darkvision 60 ft.; Passive Perception 11 Languages Common plus three other languages CR 3 (XP 700; PB +2) Actions Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12). Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the Frightened 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. Bonus Actions Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
condition immunities: charmed
attacks:
  name: Slam
  attack type: Melee
  damage components:
    average damage: 11
    damage type: Bludgeoning
    damage roll:
      expression: 2d6+4
      count: 2
      sides: 6
      modifier: 4
  source text: Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 5

draft-horse
type: Monster
name: Draft Horse
slug: draft-horse
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.20
  heading: Draft Horse
  line start: 27213
  line end: 27233
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 10
initiative: +0 (10)
hit points: 15 (2d10 + 4)
speed: 40 ft.
senses: Passive Perception 10
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 10
hit points value: 15
hit points roll:
  expression: 2d10+4
  count: 2
  sides: 10
  modifier: 4
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 18
    modifier: 4
    saving throw: 4
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 15
    modifier: 2
    saving throw: 2
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage.
  source locator:
    chapter: Animals
    section: 13.20
    heading: Actions
    line start: 27231
    line end: 27233
rules text: Large Beast, Unaligned AC 10 Initiative +0 (10) HP 15 (2d10 + 4) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Actions Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage.
attacks:
  name: Hooves
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Bludgeoning
    damage roll:
      expression: 1d4+4
      count: 1
      sides: 4
      modifier: 4
  source text: Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 6
  reach feet: 5

dragon-turtle
type: Monster
name: Dragon Turtle
slug: dragon-turtle
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.78
  heading: Dragon Turtle
  line start: 20391
  line end: 20424
size type alignment: Gargantuan Dragon, Neutral
size and type: Gargantuan Dragon
alignment: Neutral
armor class: 20
initiative: +6 (16)
hit points: 356 (23d20 + 115)
speed: 20 ft., Swim 50 ft.
resistances: Fire
senses: Darkvision 120 ft.; Passive Perception 11
languages: Draconic, Primordial (Aquan)
challenge: 17 (XP 18,000; PB +6)
armor class value: 20
hit points value: 356
hit points roll:
  expression: 23d20+115
  count: 23
  sides: 20
  modifier: 115
challenge rating: 17
experience points: 18000
proficiency bonus: 6
abilities:
  str:
    score: 25
    modifier: 7
    saving throw: 7
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 20
    modifier: 5
    saving throw: 11
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 12
    modifier: 1
    saving throw: 7
  cha:
    score: 12
    modifier: 1
    saving throw: 1
stat sections:
  name: Traits
  rules text: Amphibious. The dragon can breathe air and water.
  source locator:
    chapter: Monsters A-Z
    section: 12.78
    heading: Traits
    line start: 20412
    line end: 20414
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack. Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage. Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.78
    heading: Actions
    line start: 20416
    line end: 20424
rules text: Gargantuan Dragon, Neutral AC 20 Initiative +6 (16) HP 356 (23d20 + 115) Speed 20 ft., Swim 50 ft. Resistances Fire Senses Darkvision 120 ft.; Passive Perception 11 Languages Draconic, Primordial (Aquan) CR 17 (XP 18,000; PB +6) Traits Amphibious. The dragon can breathe air and water. Actions Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack. Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage. Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 23
    damage type: Piercing
    damage roll:
      expression: 3d10+7
      count: 3
      sides: 10
      modifier: 7
  damage components:
    average damage: 7
    damage type: Fire
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 13
  reach feet: 15
attacks:
  name: Tail
  attack type: Melee
  damage components:
    average damage: 18
    damage type: Bludgeoning
    damage roll:
      expression: 2d10+7
      count: 2
      sides: 10
      modifier: 7
  source text: Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 13
  reach feet: 15

dretch
type: Monster
name: Dretch
slug: dretch
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.79
  heading: Dretch
  line start: 20426
  line end: 20452
size type alignment: Small Fiend (Demon), Chaotic Evil
size and type: Small Fiend (Demon)
alignment: Chaotic Evil
armor class: 11
initiative: +0 (10)
hit points: 18 (4d6 + 4)
speed: 20 ft.
resistances: Cold, Fire, Lightning
immunities: Poison; Poisoned
senses: Darkvision 60 ft.; Passive Perception 9
languages: Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)
challenge: 1/4 (XP 50; PB +2)
armor class value: 11
hit points value: 18
hit points roll:
  expression: 4d6+4
  count: 4
  sides: 6
  modifier: 4
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 12
    modifier: 1
    saving throw: 1
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 5
    modifier: -3
    saving throw: -3
  wis:
    score: 8
    modifier: -1
    saving throw: -1
  cha:
    score: 3
    modifier: -4
    saving throw: -4
stat sections:
  name: Actions
  rules text: Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions.
  source locator:
    chapter: Monsters A-Z
    section: 12.79
    heading: Actions
    line start: 20448
    line end: 20452
rules text: Small Fiend (Demon), Chaotic Evil AC 11 Initiative +0 (10) HP 18 (4d6 + 4) Speed 20 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal) CR 1/4 (XP 50; PB +2) Actions Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions.
condition immunities: poisoned
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 4
    damage type: Slashing
    damage roll:
      expression: 1d6+1
      count: 1
      sides: 6
      modifier: 1
  source text: Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5

drider
type: Monster
name: Drider
slug: drider
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.80
  heading: Drider
  line start: 20454
  line end: 20493
size type alignment: Large Monstrosity, Chaotic Evil
size and type: Large Monstrosity
alignment: Chaotic Evil
armor class: 19
initiative: +4 (14)
hit points: 123 (13d10 + 52)
speed: 30 ft., Climb 30 ft.
skills: Perception +6, Stealth +10
senses: Darkvision 120 ft.; Passive Perception 16
languages: Elvish, Undercommon
challenge: 6 (XP 2,300; PB +3)
armor class value: 19
hit points value: 123
hit points roll:
  expression: 13d10+52
  count: 13
  sides: 10
  modifier: 52
challenge rating: 6
experience points: 2300
proficiency bonus: 3
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 19
    modifier: 4
    saving throw: 4
  con:
    score: 18
    modifier: 4
    saving throw: 4
  int:
    score: 13
    modifier: 1
    saving throw: 1
  wis:
    score: 16
    modifier: 3
    saving throw: 3
  cha:
    score: 12
    modifier: 1
    saving throw: 1
stat sections:
  name: Traits
  rules text: Spider Climb. The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attack rolls. Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.
  source locator:
    chapter: Monsters A-Z
    section: 12.80
    heading: Traits
    line start: 20475
    line end: 20481
stat sections:
  name: Actions
  rules text: Multiattack. The drider makes three attacks, using Foreleg or Poison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage. Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.80
    heading: Actions
    line start: 20483
    line end: 20489
stat sections:
  name: Bonus Actions
  rules text: Magic of the Spider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).
  source locator:
    chapter: Monsters A-Z
    section: 12.80
    heading: Bonus Actions
    line start: 20491
    line end: 20493
rules text: Large Monstrosity, Chaotic Evil AC 19 Initiative +4 (14) HP 123 (13d10 + 52) Speed 30 ft., Climb 30 ft. Skills Perception +6, Stealth +10 Senses Darkvision 120 ft.; Passive Perception 16 Languages Elvish, Undercommon CR 6 (XP 2,300; PB +3) Traits Spider Climb. The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attack rolls. Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web. Actions Multiattack. The drider makes three attacks, using Foreleg or Poison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage. Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage. Bonus Actions Magic of the Spider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).
attacks:
  name: Foreleg
  attack type: Melee
  damage components:
    average damage: 13
    damage type: Piercing
    damage roll:
      expression: 2d8+4
      count: 2
      sides: 8
      modifier: 4
  source text: Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 10
attacks:
  name: Poison Burst
  attack type: Ranged
  damage components:
    average damage: 13
    damage type: Poison
    damage roll:
      expression: 3d6+3
      count: 3
      sides: 6
      modifier: 3
  source text: Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 6
  range feet:
    normal: 120

druid
type: Monster
name: Druid
slug: druid
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.81
  heading: Druid
  line start: 20495
  line end: 20531
size type alignment: Medium or Small Humanoid (Druid), Neutral
size and type: Medium or Small Humanoid (Druid)
alignment: Neutral
armor class: 13
initiative: +1 (11)
hit points: 44 (8d8 + 8)
speed: 30 ft.
skills: Medicine +5, Nature +3, Perception +5
senses: Passive Perception 15
languages: Common, Druidic, Sylvan
gear: Studded Leather Armor
challenge: 2 (XP 450; PB +2)
armor class value: 13
hit points value: 44
hit points roll:
  expression: 8d8+8
  count: 8
  sides: 8
  modifier: 8
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 12
    modifier: 1
    saving throw: 1
  wis:
    score: 16
    modifier: 3
    saving throw: 3
  cha:
    score: 11
    modifier: 0
    saving throw: 0
stat sections:
  name: Actions
  rules text: Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage. Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam
  source locator:
    chapter: Monsters A-Z
    section: 12.81
    heading: Actions
    line start: 20517
    line end: 20531
rules text: Medium or Small Humanoid (Druid), Neutral AC 13 Initiative +1 (11) HP 44 (8d8 + 8) Speed 30 ft. Skills Medicine +5, Nature +3, Perception +5 Gear Studded Leather Armor Senses Passive Perception 15 Languages Common, Druidic, Sylvan CR 2 (XP 450; PB +2) Actions Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage. Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam
attacks:
  name: Vine Staff
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Bludgeoning
    damage roll:
      expression: 1d8+3
      count: 1
      sides: 8
      modifier: 3
  damage components:
    average damage: 2
    damage type: Poison
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5
attacks:
  name: Verdant Wisp
  attack type: Ranged
  damage components:
    average damage: 10
    damage type: Radiant
    damage roll:
      expression: 3d6
      count: 3
      sides: 6
  source text: Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 5
  range feet:
    normal: 90

dryad
type: Monster
name: Dryad
slug: dryad
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.82
  heading: Dryad
  line start: 20533
  line end: 20576
size type alignment: Medium Fey, Neutral
size and type: Medium Fey
alignment: Neutral
armor class: 16
initiative: +1 (11)
hit points: 22 (5d8)
speed: 30 ft.
skills: Perception +4, Stealth +5
senses: Darkvision 60 ft.; Passive Perception 14
languages: Elvish, Sylvan
challenge: 1 (XP 200; PB +2)
armor class value: 16
hit points value: 22
hit points roll:
  expression: 5d8
  count: 5
  sides: 8
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 14
    modifier: 2
    saving throw: 2
  wis:
    score: 15
    modifier: 2
    saving throw: 2
  cha:
    score: 18
    modifier: 4
    saving throw: 4
stat sections:
  name: Traits
  rules text: Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language.
  source locator:
    chapter: Monsters A-Z
    section: 12.82
    heading: Traits
    line start: 20554
    line end: 20558
stat sections:
  name: Actions
  rules text: Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Piercing damage. Spellcasting. The dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace
  source locator:
    chapter: Monsters A-Z
    section: 12.82
    heading: Actions
    line start: 20560
    line end: 20572
stat sections:
  name: Bonus Actions
  rules text: Tree Stride. If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the previous tree.
  source locator:
    chapter: Monsters A-Z
    section: 12.82
    heading: Bonus Actions
    line start: 20574
    line end: 20576
rules text: Medium Fey, Neutral AC 16 Initiative +1 (11) HP 22 (5d8) Speed 30 ft. Skills Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages Elvish, Sylvan CR 1 (XP 200; PB +2) Traits Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language. Actions Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Piercing damage. Spellcasting. The dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace Bonus Actions Tree Stride. If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the previous tree.
attacks:
  name: Vine Lash
  attack type: Melee
  damage components:
    average damage: 8
    damage type: Slashing
    damage roll:
      expression: 1d8+4
      count: 1
      sides: 8
      modifier: 4
  source text: Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 10
attacks:
  name: Thorn Burst
  attack type: Ranged
  damage components:
    average damage: 7
    damage type: Piercing
    damage roll:
      expression: 1d6+4
      count: 1
      sides: 6
      modifier: 4
  source text: Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Piercing damage.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 6
  range feet:
    normal: 60

dust-mephit
type: Monster
name: Dust Mephit
slug: dust-mephit
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.161
  heading: Dust Mephit
  line start: 23058
  line end: 23089
size type alignment: Small Elemental, Neutral Evil
size and type: Small Elemental
alignment: Neutral Evil
armor class: 12
initiative: +2 (12)
hit points: 17 (5d6)
speed: 30 ft., Fly 30 ft.
skills: Perception +2, Stealth +4
vulnerabilities: Fire
immunities: Poison; Exhaustion, Poisoned
senses: Darkvision 60 ft.; Passive Perception 12
languages: Primordial (Auran, Terran)
challenge: 1/2 (XP 100; PB +2)
armor class value: 12
hit points value: 17
hit points roll:
  expression: 5d6
  count: 5
  sides: 6
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 5
    modifier: -3
    saving throw: -3
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 9
    modifier: -1
    saving throw: -1
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Traits
  rules text: Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.161
    heading: Traits
    line start: 23079
    line end: 23081
stat sections:
  name: Actions
  rules text: Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10).
  source locator:
    chapter: Monsters A-Z
    section: 12.161
    heading: Actions
    line start: 23083
    line end: 23089
rules text: Small Elemental, Neutral Evil AC 12 Initiative +2 (12) HP 17 (5d6) Speed 30 ft., Fly 30 ft. Skills Perception +2, Stealth +4 Vulnerabilities Fire Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Primordial (Auran, Terran) CR 1/2 (XP 100; PB +2) Traits Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage. Actions Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10).
condition immunities: exhaustion
condition immunities: poisoned
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 4
    damage type: Slashing
    damage roll:
      expression: 1d4+2
      count: 1
      sides: 4
      modifier: 2
  source text: Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

eagle
type: Monster
name: Eagle
slug: eagle
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.21
  heading: Eagle
  line start: 27235
  line end: 27256
size type alignment: Small Beast, Unaligned
size and type: Small Beast
alignment: Unaligned
armor class: 12
initiative: +2 (12)
hit points: 4 (1d6 + 1)
speed: 10 ft., Fly 60 ft.
skills: Perception +6
senses: Passive Perception 16
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 12
hit points value: 4
hit points roll:
  expression: 1d6+1
  count: 1
  sides: 6
  modifier: 1
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 6
    modifier: -2
    saving throw: -2
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage.
  source locator:
    chapter: Animals
    section: 13.21
    heading: Actions
    line start: 27254
    line end: 27256
rules text: Small Beast, Unaligned AC 12 Initiative +2 (12) HP 4 (1d6 + 1) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 0 (XP 10; PB +2) Actions Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage.
attacks:
  name: Talons
  attack type: Melee
  damage components:
    average damage: 4
    damage type: Slashing
    damage roll:
      expression: 1d4+2
      count: 1
      sides: 4
      modifier: 2
  source text: Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

earth-elemental
type: Monster
name: Earth Elemental
slug: earth-elemental
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.83
  heading: Earth Elemental
  line start: 20578
  line end: 20612
size type alignment: Large Elemental, Neutral
size and type: Large Elemental
alignment: Neutral
armor class: 17
initiative: -1 (9)
hit points: 147 (14d10 + 70)
speed: 30 ft., Burrow 30 ft.
vulnerabilities: Thunder
immunities: Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
senses: Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10
languages: Primordial (Terran)
challenge: 5 (XP 1,800; PB +3)
armor class value: 17
hit points value: 147
hit points roll:
  expression: 14d10+70
  count: 14
  sides: 10
  modifier: 70
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 20
    modifier: 5
    saving throw: 5
  dex:
    score: 8
    modifier: -1
    saving throw: -1
  con:
    score: 20
    modifier: 5
    saving throw: 5
  int:
    score: 5
    modifier: -3
    saving throw: -3
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures.
  source locator:
    chapter: Monsters A-Z
    section: 12.83
    heading: Traits
    line start: 20600
    line end: 20604
stat sections:
  name: Actions
  rules text: Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
  source locator:
    chapter: Monsters A-Z
    section: 12.83
    heading: Actions
    line start: 20606
    line end: 20612
rules text: Large Elemental, Neutral AC 17 Initiative -1 (9) HP 147 (14d10 + 70) Speed 30 ft., Burrow 30 ft. Vulnerabilities Thunder Immunities Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10 Languages Primordial (Terran) CR 5 (XP 1,800; PB +3) Traits Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures. Actions Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
condition immunities: exhaustion
condition immunities: paralyzed
condition immunities: petrified
condition immunities: poisoned
condition immunities: unconscious
attacks:
  name: Slam
  attack type: Melee
  damage components:
    average damage: 14
    damage type: Bludgeoning
    damage roll:
      expression: 2d8+5
      count: 2
      sides: 8
      modifier: 5
  source text: Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 8
  reach feet: 10
attacks:
  name: Rock Launch
  attack type: Ranged
  damage components:
    average damage: 8
    damage type: Bludgeoning
    damage roll:
      expression: 1d6+5
      count: 1
      sides: 6
      modifier: 5
  source text: Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 8
  range feet:
    normal: 60

efreeti
type: Monster
name: Efreeti
slug: efreeti
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.84
  heading: Efreeti
  line start: 20614
  line end: 20656
size type alignment: Large Elemental (Genie), Neutral
size and type: Large Elemental (Genie)
alignment: Neutral
armor class: 17
initiative: +1 (11)
hit points: 212 (17d10 + 119)
speed: 40 ft., Fly 60 ft. (hover)
immunities: Fire
senses: Darkvision 120 ft.; Passive Perception 12
languages: Primordial (Ignan)
challenge: 11 (XP 7,200; PB +4)
armor class value: 17
hit points value: 212
hit points roll:
  expression: 17d10+119
  count: 17
  sides: 10
  modifier: 119
challenge rating: 11
experience points: 7200
proficiency bonus: 4
abilities:
  str:
    score: 18
    modifier: 4
    saving throw: 4
  dex:
    score: 16
    modifier: 3
    saving throw: 7
  con:
    score: 18
    modifier: 4
    saving throw: 8
  int:
    score: 14
    modifier: 2
    saving throw: 2
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 18
    modifier: 4
    saving throw: 8
stat sections:
  name: Traits
  rules text: Elemental Restoration. If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire. Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects. Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days.
  source locator:
    chapter: Monsters A-Z
    section: 12.84
    heading: Traits
    line start: 20635
    line end: 20641
stat sections:
  name: Actions
  rules text: Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage. Spellcasting. The efreeti 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, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)
  source locator:
    chapter: Monsters A-Z
    section: 12.84
    heading: Actions
    line start: 20643
    line end: 20656
rules text: Large Elemental (Genie), Neutral AC 17 Initiative +1 (11) HP 212 (17d10 + 119) Speed 40 ft., Fly 60 ft. (hover) Immunities Fire Senses Darkvision 120 ft.; Passive Perception 12 Languages Primordial (Ignan) CR 11 (XP 7,200; PB +4) Traits Elemental Restoration. If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire. Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects. Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days. Actions Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage. Spellcasting. The efreeti 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, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)
attacks:
  name: Heated Blade
  attack type: Melee
  damage components:
    average damage: 13
    damage type: Slashing
    damage roll:
      expression: 2d6+6
      count: 2
      sides: 6
      modifier: 6
  damage components:
    average damage: 13
    damage type: Fire
    damage roll:
      expression: 2d12
      count: 2
      sides: 12
  source text: Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 10
  reach feet: 5
attacks:
  name: Hurl Flame
  attack type: Ranged
  damage components:
    average damage: 24
    damage type: Fire
    damage roll:
      expression: 7d6
      count: 7
      sides: 6
  source text: Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 8
  range feet:
    normal: 120

elephant
type: Monster
name: Elephant
slug: elephant
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.22
  heading: Elephant
  line start: 27258
  line end: 27284
size type alignment: Huge Beast, Unaligned
size and type: Huge Beast
alignment: Unaligned
armor class: 12
initiative: -1 (9)
hit points: 76 (8d12 + 24)
speed: 40 ft.
senses: Passive Perception 10
languages: None
challenge: 4 (XP 1,100; PB +2)
armor class value: 12
hit points value: 76
hit points roll:
  expression: 8d12+24
  count: 8
  sides: 12
  modifier: 24
challenge rating: 4
experience points: 1100
proficiency bonus: 2
abilities:
  str:
    score: 22
    modifier: 6
    saving throw: 6
  dex:
    score: 9
    modifier: -1
    saving throw: -1
  con:
    score: 17
    modifier: 3
    saving throw: 3
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Multiattack. The elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.
  source locator:
    chapter: Animals
    section: 13.22
    heading: Actions
    line start: 27276
    line end: 27280
stat sections:
  name: Bonus Actions
  rules text: Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.
  source locator:
    chapter: Animals
    section: 13.22
    heading: Bonus Actions
    line start: 27282
    line end: 27284
rules text: Huge Beast, Unaligned AC 12 Initiative -1 (9) HP 76 (8d12 + 24) Speed 40 ft. Senses Passive Perception 10 Languages None CR 4 (XP 1,100; PB +2) Actions Multiattack. The elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition. Bonus Actions Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.
attacks:
  name: Gore
  attack type: Melee
  damage components:
    average damage: 15
    damage type: Piercing
    damage roll:
      expression: 2d8+6
      count: 2
      sides: 8
      modifier: 6
  source text: Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 8
  reach feet: 5

elk
type: Monster
name: Elk
slug: elk
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.23
  heading: Elk
  line start: 27286
  line end: 27307
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 10
initiative: +0 (10)
hit points: 11 (2d10)
speed: 50 ft.
skills: Perception +2
senses: Darkvision 60 ft.; Passive Perception 12
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 10
hit points value: 11
hit points roll:
  expression: 2d10
  count: 2
  sides: 10
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 18
    modifier: 4
    saving throw: 4
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 15
    modifier: 2
    saving throw: 2
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition.
  source locator:
    chapter: Animals
    section: 13.23
    heading: Actions
    line start: 27305
    line end: 27307
rules text: Large Beast, Unaligned AC 10 Initiative +0 (10) HP 11 (2d10) Speed 50 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Actions Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition.
attacks:
  name: Ram
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Bludgeoning
    damage roll:
      expression: 1d6+3
      count: 1
      sides: 6
      modifier: 3
  damage components:
    average damage: 3
    damage type: Bludgeoning
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

erinyes
type: Monster
name: Erinyes
slug: erinyes
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.85
  heading: Erinyes
  line start: 20658
  line end: 20700
size type alignment: Medium Fiend (Devil), Lawful Evil
size and type: Medium Fiend (Devil)
alignment: Lawful Evil
armor class: 18
initiative: +7 (17)
hit points: 178 (21d8 + 84)
speed: 30 ft., Fly 60 ft.
skills: Perception +6, Persuasion +8
resistances: Cold
immunities: Fire, Poison; Poisoned
senses: Truesight 120 ft.; Passive Perception 16
languages: Infernal; telepathy 120 ft.
challenge: 12 (XP 8,400; PB +4)
armor class value: 18
hit points value: 178
hit points roll:
  expression: 21d8+84
  count: 21
  sides: 8
  modifier: 84
challenge rating: 12
experience points: 8400
proficiency bonus: 4
abilities:
  str:
    score: 18
    modifier: 4
    saving throw: 4
  dex:
    score: 16
    modifier: 3
    saving throw: 7
  con:
    score: 18
    modifier: 4
    saving throw: 8
  int:
    score: 14
    modifier: 2
    saving throw: 2
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 18
    modifier: 4
    saving throw: 8
stat sections:
  name: Traits
  rules text: Diabolical Restoration. If the erinyes 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 erinyes has Advantage on saving throws against spells and other magical effects. Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.
  source locator:
    chapter: Monsters A-Z
    section: 12.85
    heading: Traits
    line start: 20681
    line end: 20687
stat sections:
  name: Actions
  rules text: Multiattack. The erinyes makes three Withering Sword attacks and can use Entangling Rope. Withering Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entangling Rope again.
  source locator:
    chapter: Monsters A-Z
    section: 12.85
    heading: Actions
    line start: 20689
    line end: 20696
stat sections:
  name: Reactions
  rules text: Parry. Trigger: The erinyes is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss.
  source locator:
    chapter: Monsters A-Z
    section: 12.85
    heading: Reactions
    line start: 20698
    line end: 20700
rules text: Medium Fiend (Devil), Lawful Evil AC 18 Initiative +7 (17) HP 178 (21d8 + 84) Speed 30 ft., Fly 60 ft. Skills Perception +6, Persuasion +8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 16 Languages Infernal; telepathy 120 ft. CR 12 (XP 8,400; PB +4) Traits Diabolical Restoration. If the erinyes 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 erinyes has Advantage on saving throws against spells and other magical effects. Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest. Actions Multiattack. The erinyes makes three Withering Sword attacks and can use Entangling Rope. Withering Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entangling Rope again. Reactions Parry. Trigger: The erinyes is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss.
condition immunities: poisoned
attacks:
  name: Withering Sword
  attack type: Melee
  damage components:
    average damage: 13
    damage type: Slashing
    damage roll:
      expression: 2d8+4
      count: 2
      sides: 8
      modifier: 4
  damage components:
    average damage: 11
    damage type: Necrotic
    damage roll:
      expression: 2d10
      count: 2
      sides: 10
  source text: Withering Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 8
  reach feet: 5

ettercap
type: Monster
name: Ettercap
slug: ettercap
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.86
  heading: Ettercap
  line start: 20702
  line end: 20741
size type alignment: Medium Monstrosity, Neutral Evil
size and type: Medium Monstrosity
alignment: Neutral Evil
armor class: 13
initiative: +2 (12)
hit points: 44 (8d8 + 8)
speed: 30 ft., Climb 30 ft.
skills: Perception +3, Stealth +4, Survival +3
senses: Darkvision 60 ft.; Passive Perception 13
languages: None
challenge: 2 (XP 450; PB +2)
armor class value: 13
hit points value: 44
hit points roll:
  expression: 8d8+8
  count: 8
  sides: 8
  modifier: 8
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 21
    modifier: 5
    saving throw: 5
  dex:
    score: 8
    modifier: -1
    saving throw: -1
  con:
    score: 17
    modifier: 3
    saving throw: 3
  int:
    score: 6
    modifier: -2
    saving throw: -2
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 8
    modifier: -1
    saving throw: -1
stat sections:
  name: Traits
  rules text: Spider Climb. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web.
  source locator:
    chapter: Monsters A-Z
    section: 12.86
    heading: Traits
    line start: 20723
    line end: 20727
stat sections:
  name: Actions
  rules text: Multiattack. The ettercap makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next turn. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage. Web Strand (Recharge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller creature the ettercap can see within 30 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning, Poison, and Psychic damage).
  source locator:
    chapter: Monsters A-Z
    section: 12.86
    heading: Actions
    line start: 20729
    line end: 20737
stat sections:
  name: Bonus Actions
  rules text: Reel. The ettercap pulls one creature within 30 feet of itself that is Restrained by its Web Strand up to 25 feet straight toward itself.
  source locator:
    chapter: Monsters A-Z
    section: 12.86
    heading: Bonus Actions
    line start: 20739
    line end: 20741
rules text: Medium Monstrosity, Neutral Evil AC 13 Initiative +2 (12) HP 44 (8d8 + 8) Speed 30 ft., Climb 30 ft. Skills Perception +3, Stealth +4, Survival +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 2 (XP 450; PB +2) Traits Spider Climb. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web. Actions Multiattack. The ettercap makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next turn. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage. Web Strand (Recharge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller creature the ettercap can see within 30 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning, Poison, and Psychic damage). Bonus Actions Reel. The ettercap pulls one creature within 30 feet of itself that is Restrained by its Web Strand up to 25 feet straight toward itself.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  damage components:
    average damage: 2
    damage type: Poison
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next turn.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 5
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Slashing
    damage roll:
      expression: 2d4+2
      count: 2
      sides: 4
      modifier: 2
  source text: Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

ettin
type: Monster
name: Ettin
slug: ettin
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.87
  heading: Ettin
  line start: 20743
  line end: 20772
size type alignment: Large Giant, Chaotic Evil
size and type: Large Giant
alignment: Chaotic Evil
armor class: 12
initiative: -1 (9)
hit points: 85 (10d10 + 30)
speed: 40 ft.
skills: Perception +4
immunities: Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
senses: Darkvision 60 ft.; Passive Perception 14
languages: Giant
gear: Battleaxe, Morningstar
challenge: 4 (XP 1,100; PB +2)
armor class value: 12
hit points value: 85
hit points roll:
  expression: 10d10+30
  count: 10
  sides: 10
  modifier: 30
challenge rating: 4
experience points: 1100
proficiency bonus: 2
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 4
  dex:
    score: 9
    modifier: -1
    saving throw: -1
  con:
    score: 18
    modifier: 4
    saving throw: 4
  int:
    score: 6
    modifier: -2
    saving throw: -2
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack. Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition. Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn.
  source locator:
    chapter: Monsters A-Z
    section: 12.87
    heading: Actions
    line start: 20766
    line end: 20772
rules text: Large Giant, Chaotic Evil AC 12 Initiative -1 (9) HP 85 (10d10 + 30) Speed 40 ft. Skills Perception +4 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Gear Battleaxe, Morningstar Senses Darkvision 60 ft.; Passive Perception 14 Languages Giant CR 4 (XP 1,100; PB +2) Actions Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack. Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition. Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn.
condition immunities: blinded
condition immunities: charmed
condition immunities: deafened
condition immunities: frightened
condition immunities: stunned
condition immunities: unconscious
attacks:
  name: Battleaxe
  attack type: Melee
  damage components:
    average damage: 14
    damage type: Slashing
    damage roll:
      expression: 2d8+5
      count: 2
      sides: 8
      modifier: 5
  source text: Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 5
attacks:
  name: Morningstar
  attack type: Melee
  damage components:
    average damage: 14
    damage type: Piercing
    damage roll:
      expression: 2d8+5
      count: 2
      sides: 8
      modifier: 5
  source text: Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 7
  reach feet: 5

fire-elemental
type: Monster
name: Fire Elemental
slug: fire-elemental
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.88
  heading: Fire Elemental
  line start: 20774
  line end: 20810
size type alignment: Large Elemental, Neutral
size and type: Large Elemental
alignment: Neutral
armor class: 13
initiative: +3 (13)
hit points: 93 (11d10 + 33)
speed: 50 ft.
resistances: Bludgeoning, Piercing, Slashing
immunities: Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
senses: Darkvision 60 ft.; Passive Perception 10
languages: Primordial (Ignan)
challenge: 5 (XP 1,800; PB +3)
armor class value: 13
hit points value: 93
hit points roll:
  expression: 11d10+33
  count: 11
  sides: 10
  modifier: 33
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 17
    modifier: 3
    saving throw: 3
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 6
    modifier: -2
    saving throw: -2
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Fire Aura. At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning. Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) Fire damage. Illumination. The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it.
  source locator:
    chapter: Monsters A-Z
    section: 12.88
    heading: Traits
    line start: 20796
    line end: 20804
stat sections:
  name: Actions
  rules text: Multiattack. The elemental makes two Burn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.
  source locator:
    chapter: Monsters A-Z
    section: 12.88
    heading: Actions
    line start: 20806
    line end: 20810
rules text: Large Elemental, Neutral AC 13 Initiative +3 (13) HP 93 (11d10 + 33) Speed 50 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR 5 (XP 1,800; PB +3) Traits Fire Aura. At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning. Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) Fire damage. Illumination. The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it. Actions Multiattack. The elemental makes two Burn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.
condition immunities: exhaustion
condition immunities: grappled
condition immunities: paralyzed
condition immunities: petrified
condition immunities: poisoned
condition immunities: prone
condition immunities: restrained
condition immunities: unconscious
attacks:
  name: Burn
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Fire
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  source text: Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 5

fire-giant
type: Monster
name: Fire Giant
slug: fire-giant
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.89
  heading: Fire Giant
  line start: 20812
  line end: 20842
size type alignment: Huge Giant, Lawful Evil
size and type: Huge Giant
alignment: Lawful Evil
armor class: 18
initiative: +3 (13)
hit points: 162 (13d12 + 78)
speed: 30 ft.
skills: Athletics +11, Perception +6
immunities: Fire
senses: Passive Perception 16
languages: Giant
challenge: 9 (XP 5,000; PB +4)
armor class value: 18
hit points value: 162
hit points roll:
  expression: 13d12+78
  count: 13
  sides: 12
  modifier: 78
challenge rating: 9
experience points: 5000
proficiency bonus: 4
abilities:
  str:
    score: 25
    modifier: 7
    saving throw: 7
  dex:
    score: 9
    modifier: -1
    saving throw: 3
  con:
    score: 23
    modifier: 6
    saving throw: 10
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 13
    modifier: 1
    saving throw: 5
stat sections:
  name: Actions
  rules text: Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn.
  source locator:
    chapter: Monsters A-Z
    section: 12.89
    heading: Actions
    line start: 20834
    line end: 20842
rules text: Huge Giant, Lawful Evil AC 18 Initiative +3 (13) HP 162 (13d12 + 78) Speed 30 ft. Skills Athletics +11, Perception +6 Immunities Fire Senses Passive Perception 16 Languages Giant CR 9 (XP 5,000; PB +4) Actions Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn.
attacks:
  name: Flame Sword
  attack type: Melee
  damage components:
    average damage: 21
    damage type: Slashing
    damage roll:
      expression: 4d6+7
      count: 4
      sides: 6
      modifier: 7
  damage components:
    average damage: 10
    damage type: Fire
    damage roll:
      expression: 3d6
      count: 3
      sides: 6
  source text: Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 11
  reach feet: 10
attacks:
  name: Hammer Throw
  attack type: Ranged
  damage components:
    average damage: 23
    damage type: Bludgeoning
    damage roll:
      expression: 3d10+7
      count: 3
      sides: 10
      modifier: 7
  damage components:
    average damage: 4
    damage type: Fire
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 11
  range feet:
    normal: 60
    long: 240

flesh-golem
type: Monster
name: Flesh Golem
slug: flesh-golem
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.90
  heading: Flesh Golem
  line start: 20844
  line end: 20883
size type alignment: Medium Construct, Neutral
size and type: Medium Construct
alignment: Neutral
armor class: 9
initiative: -1 (9)
hit points: 127 (15d8 + 60)
speed: 30 ft.
immunities: Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
senses: Darkvision 60 ft.; Passive Perception 10
languages: Understands Common plus one other language but can't speak
challenge: 5 (XP 1,800; PB +3)
armor class value: 9
hit points value: 127
hit points roll:
  expression: 15d8+60
  count: 15
  sides: 8
  modifier: 60
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 23
    modifier: 6
    saving throw: 6
  dex:
    score: 9
    modifier: -1
    saving throw: -1
  con:
    score: 21
    modifier: 5
    saving throw: 8
  int:
    score: 9
    modifier: -1
    saving throw: -1
  wis:
    score: 10
    modifier: 0
    saving throw: 3
  cha:
    score: 12
    modifier: 1
    saving throw: 4
stat sections:
  name: Traits
  rules text: Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. 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 remains so until it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied. Immutable Form. The golem can't shape-shift. Lightning Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
  source locator:
    chapter: Monsters A-Z
    section: 12.90
    heading: Traits
    line start: 20865
    line end: 20877
stat sections:
  name: Actions
  rules text: Multiattack. The golem makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.90
    heading: Actions
    line start: 20879
    line end: 20883
rules text: Medium Construct, Neutral AC 9 Initiative -1 (9) HP 127 (15d8 + 60) Speed 30 ft. Immunities Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Understands Common plus one other language but can't speak CR 5 (XP 1,800; PB +3) Traits Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. 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 remains so until it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied. Immutable Form. The golem can't shape-shift. Lightning Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects. Actions Multiattack. The golem makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.
condition immunities: charmed
condition immunities: exhaustion
condition immunities: frightened
condition immunities: paralyzed
condition immunities: petrified
condition immunities: poisoned
attacks:
  name: Slam
  attack type: Melee
  damage components:
    average damage: 13
    damage type: Bludgeoning
    damage roll:
      expression: 2d8+4
      count: 2
      sides: 8
      modifier: 4
  damage components:
    average damage: 4
    damage type: Lightning
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 5

flying-snake
type: Monster
name: Flying Snake
slug: flying-snake
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.24
  heading: Flying Snake
  line start: 27309
  line end: 27333
size type alignment: Tiny Monstrosity, Unaligned
size and type: Tiny Monstrosity
alignment: Unaligned
armor class: 14
initiative: +2 (12)
hit points: 5 (2d4)
speed: 30 ft., Fly 60 ft., Swim 30 ft.
senses: Blindsight 10 ft.; Passive Perception 11
languages: None
challenge: 1/8 (XP 25; PB +2)
armor class value: 14
hit points value: 5
hit points roll:
  expression: 2d4
  count: 2
  sides: 4
challenge rating: 1/8
experience points: 25
proficiency bonus: 2
abilities:
  str:
    score: 4
    modifier: -3
    saving throw: -3
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Flyby. The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
  source locator:
    chapter: Animals
    section: 13.24
    heading: Traits
    line start: 27327
    line end: 27329
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage.
  source locator:
    chapter: Animals
    section: 13.24
    heading: Actions
    line start: 27331
    line end: 27333
rules text: Tiny Monstrosity, Unaligned AC 14 Initiative +2 (12) HP 5 (2d4) Speed 30 ft., Fly 60 ft., Swim 30 ft. Senses Blindsight 10 ft.; Passive Perception 11 Languages None CR 1/8 (XP 25; PB +2) Traits Flyby. The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Piercing
  damage components:
    average damage: 5
    damage type: Poison
    damage roll:
      expression: 2d4
      count: 2
      sides: 4
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

frog
type: Monster
name: Frog
slug: frog
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.25
  heading: Frog
  line start: 27335
  line end: 27362
size type alignment: Tiny Beast, Unaligned
size and type: Tiny Beast
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 1 (1d4 - 1)
speed: 20 ft., Swim 20 ft.
skills: Perception +1, Stealth +3
senses: Darkvision 30 ft.; Passive Perception 11
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 11
hit points value: 1
hit points roll:
  expression: 1d4-1
  count: 1
  sides: 4
  modifier: -1
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 1
    modifier: -5
    saving throw: -5
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 8
    modifier: -1
    saving throw: -1
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 8
    modifier: -1
    saving throw: -1
  cha:
    score: 3
    modifier: -4
    saving throw: -4
stat sections:
  name: Traits
  rules text: Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start.
  source locator:
    chapter: Animals
    section: 13.25
    heading: Traits
    line start: 27354
    line end: 27358
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.
  source locator:
    chapter: Animals
    section: 13.25
    heading: Actions
    line start: 27360
    line end: 27362
rules text: Tiny Beast, Unaligned AC 11 Initiative +1 (11) HP 1 (1d4 - 1) Speed 20 ft., Swim 20 ft. Skills Perception +1, Stealth +3 Senses Darkvision 30 ft.; Passive Perception 11 Languages None CR 0 (XP 10; PB +2) Traits Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start. Actions Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Piercing
  source text: Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5

frost-giant
type: Monster
name: Frost Giant
slug: frost-giant
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.91
  heading: Frost Giant
  line start: 20885
  line end: 20917
size type alignment: Huge Giant, Neutral Evil
size and type: Huge Giant
alignment: Neutral Evil
armor class: 15
initiative: +2 (12)
hit points: 149 (13d12 + 65)
speed: 40 ft.
skills: Athletics +9, Perception +3
immunities: Cold
senses: Passive Perception 13
languages: Giant
challenge: 8 (XP 3,900; PB +3)
armor class value: 15
hit points value: 149
hit points roll:
  expression: 13d12+65
  count: 13
  sides: 12
  modifier: 65
challenge rating: 8
experience points: 3900
proficiency bonus: 3
abilities:
  str:
    score: 23
    modifier: 6
    saving throw: 6
  dex:
    score: 9
    modifier: -1
    saving throw: -1
  con:
    score: 21
    modifier: 5
    saving throw: 8
  int:
    score: 9
    modifier: -1
    saving throw: -1
  wis:
    score: 10
    modifier: 0
    saving throw: 3
  cha:
    score: 12
    modifier: 1
    saving throw: 4
stat sections:
  name: Actions
  rules text: Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn.
  source locator:
    chapter: Monsters A-Z
    section: 12.91
    heading: Actions
    line start: 20907
    line end: 20913
stat sections:
  name: Bonus Actions
  rules text: War Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next turn.
  source locator:
    chapter: Monsters A-Z
    section: 12.91
    heading: Bonus Actions
    line start: 20915
    line end: 20917
rules text: Huge Giant, Neutral Evil AC 15 Initiative +2 (12) HP 149 (13d12 + 65) Speed 40 ft. Skills Athletics +9, Perception +3 Immunities Cold Senses Passive Perception 13 Languages Giant CR 8 (XP 3,900; PB +3) Actions Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn. Bonus Actions War Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next turn.
attacks:
  name: Frost Axe
  attack type: Melee
  damage components:
    average damage: 19
    damage type: Slashing
    damage roll:
      expression: 2d12+6
      count: 2
      sides: 12
      modifier: 6
  damage components:
    average damage: 9
    damage type: Cold
    damage roll:
      expression: 2d8
      count: 2
      sides: 8
  source text: Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 9
  reach feet: 10
attacks:
  name: Great Bow
  attack type: Ranged
  damage components:
    average damage: 17
    damage type: Piercing
    damage roll:
      expression: 2d10+6
      count: 2
      sides: 10
      modifier: 6
  damage components:
    average damage: 7
    damage type: Cold
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 9
  range feet:
    normal: 150
    long: 600

gargoyle
type: Monster
name: Gargoyle
slug: gargoyle
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.95
  heading: Gargoyle
  line start: 20969
  line end: 20999
size type alignment: Medium Elemental, Chaotic Evil
size and type: Medium Elemental
alignment: Chaotic Evil
armor class: 15
initiative: +2 (12)
hit points: 67 (9d8 + 27)
speed: 30 ft., Fly 60 ft.
skills: Stealth +4
immunities: Poison; Exhaustion, Petrified, Poisoned
senses: Darkvision 60 ft.; Passive Perception 10
languages: Primordial (Terran)
challenge: 2 (XP 450; PB +2)
armor class value: 15
hit points value: 67
hit points roll:
  expression: 9d8+27
  count: 9
  sides: 8
  modifier: 27
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 6
    modifier: -2
    saving throw: -2
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Flyby. The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
  source locator:
    chapter: Monsters A-Z
    section: 12.95
    heading: Traits
    line start: 20991
    line end: 20993
stat sections:
  name: Actions
  rules text: Multiattack. The gargoyle makes two Claw attacks. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.95
    heading: Actions
    line start: 20995
    line end: 20999
rules text: Medium Elemental, Chaotic Evil AC 15 Initiative +2 (12) HP 67 (9d8 + 27) Speed 30 ft., Fly 60 ft. Skills Stealth +4 Immunities Poison; Exhaustion, Petrified, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Terran) CR 2 (XP 450; PB +2) Traits Flyby. The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach. Actions Multiattack. The gargoyle makes two Claw attacks. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
condition immunities: exhaustion
condition immunities: petrified
condition immunities: poisoned
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Slashing
    damage roll:
      expression: 2d4+2
      count: 2
      sides: 4
      modifier: 2
  source text: Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

gelatinous-cube
type: Monster
name: Gelatinous Cube
slug: gelatinous-cube
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.96
  heading: Gelatinous Cube
  line start: 21001
  line end: 21036
size type alignment: Large Ooze, Unaligned
size and type: Large Ooze
alignment: Unaligned
armor class: 6
initiative: -4 (6)
hit points: 63 (6d10 + 30)
speed: 15 ft.
immunities: Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
senses: Blindsight 60 ft.; Passive Perception 8
languages: None
challenge: 2 (XP 450; PB +2)
armor class value: 6
hit points value: 63
hit points roll:
  expression: 6d10+30
  count: 6
  sides: 10
  modifier: 30
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 3
    modifier: -4
    saving throw: -4
  con:
    score: 20
    modifier: 5
    saving throw: 5
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 6
    modifier: -2
    saving throw: -2
  cha:
    score: 1
    modifier: -5
    saving throw: -5
stat sections:
  name: Traits
  rules text: Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage. Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn't witnessed the cube move or otherwise act.
  source locator:
    chapter: Monsters A-Z
    section: 12.96
    heading: Traits
    line start: 21022
    line end: 21030
stat sections:
  name: Actions
  rules text: Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage. Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.96
    heading: Actions
    line start: 21032
    line end: 21036
rules text: Large Ooze, Unaligned AC 6 Initiative -4 (6) HP 63 (6d10 + 30) Speed 15 ft. Immunities Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 2 (XP 450; PB +2) Traits Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage. Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn't witnessed the cube move or otherwise act. Actions Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage. Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied s…
condition immunities: blinded
condition immunities: charmed
condition immunities: deafened
condition immunities: exhaustion
condition immunities: frightened
condition immunities: prone
attacks:
  name: Pseudopod
  attack type: Melee
  damage components:
    average damage: 12
    damage type: Acid
    damage roll:
      expression: 3d6+2
      count: 3
      sides: 6
      modifier: 2
  source text: Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

ghast
type: Monster
name: Ghast
slug: ghast
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.97
  heading: Ghast
  line start: 21038
  line end: 21068
size type alignment: Medium Undead, Chaotic Evil
size and type: Medium Undead
alignment: Chaotic Evil
armor class: 13
initiative: +3 (13)
hit points: 36 (8d8)
speed: 30 ft.
resistances: Necrotic
immunities: Poison; Charmed, Exhaustion, Poisoned
senses: Darkvision 60 ft.; Passive Perception 10
languages: Common
challenge: 2 (XP 450; PB +2)
armor class value: 13
hit points value: 36
hit points roll:
  expression: 8d8
  count: 8
  sides: 8
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 17
    modifier: 3
    saving throw: 3
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 11
    modifier: 0
    saving throw: 0
  wis:
    score: 10
    modifier: 0
    saving throw: 2
  cha:
    score: 8
    modifier: -1
    saving throw: -1
stat sections:
  name: Traits
  rules text: Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast's Stench for 24 hours.
  source locator:
    chapter: Monsters A-Z
    section: 12.97
    heading: Traits
    line start: 21060
    line end: 21062
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
  source locator:
    chapter: Monsters A-Z
    section: 12.97
    heading: Actions
    line start: 21064
    line end: 21068
rules text: Medium Undead, Chaotic Evil AC 13 Initiative +3 (13) HP 36 (8d8) Speed 30 ft. Resistances Necrotic Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Common CR 2 (XP 450; PB +2) Traits Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast's Stench for 24 hours. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
condition immunities: charmed
condition immunities: exhaustion
condition immunities: poisoned
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Piercing
    damage roll:
      expression: 1d8+3
      count: 1
      sides: 8
      modifier: 3
  damage components:
    average damage: 9
    damage type: Necrotic
    damage roll:
      expression: 2d8
      count: 2
      sides: 8
  source text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Slashing
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  source text: Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

ghost
type: Monster
name: Ghost
slug: ghost
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.98
  heading: Ghost
  line start: 21070
  line end: 21113
size type alignment: Medium Undead, Neutral
size and type: Medium Undead
alignment: Neutral
armor class: 11
initiative: +1 (11)
hit points: 45 (10d8)
speed: 5 ft., Fly 40 ft. (hover)
resistances: Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder
immunities: Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
senses: Darkvision 60 ft.; Passive Perception 11
languages: Common plus one other language
challenge: 4 (XP 1,100; PB +2)
armor class value: 11
hit points value: 45
hit points roll:
  expression: 10d8
  count: 10
  sides: 8
challenge rating: 4
experience points: 1100
proficiency bonus: 2
abilities:
  str:
    score: 7
    modifier: -2
    saving throw: -2
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 17
    modifier: 3
    saving throw: 3
stat sections:
  name: Traits
  rules text: Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane. Incorporeal Movement. The ghost can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
  source locator:
    chapter: Monsters A-Z
    section: 12.98
    heading: Traits
    line start: 21092
    line end: 21096
stat sections:
  name: Actions
  rules text: Multiattack. The ghost makes two Withering Touch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage. Etherealness. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane. Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours. Possession (Recharge 6). Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers. The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost's Possession for 24 hours. Success: The target is immune to this ghost's Possession for 24 hours.
  source locator:
    chapter: Monsters A-Z
    section: 12.98
    heading: Actions
    line start: 21098
    line end: 21113
rules text: Medium Undead, Neutral AC 11 Initiative +1 (11) HP 45 (10d8) Speed 5 ft., Fly 40 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft.; Passive Perception 11 Languages Common plus one other language CR 4 (XP 1,100; PB +2) Traits Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane. Incorporeal Movement. The ghost can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Actions Multiattack. The ghost makes two Withering Touch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage. Etherealness. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane. Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours. Possession (Recharge 6). Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed target's Speed, as well as the target's Str…
condition immunities: charmed
condition immunities: exhaustion
condition immunities: frightened
condition immunities: grappled
condition immunities: paralyzed
condition immunities: petrified
condition immunities: poisoned
condition immunities: prone
condition immunities: restrained
attacks:
  name: Withering Touch
  attack type: Melee
  damage components:
    average damage: 19
    damage type: Necrotic
    damage roll:
      expression: 3d10+3
      count: 3
      sides: 10
      modifier: 3
  source text: Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

ghoul
type: Monster
name: Ghoul
slug: ghoul
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.99
  heading: Ghoul
  line start: 21115
  line end: 21142
size type alignment: Medium Undead, Chaotic Evil
size and type: Medium Undead
alignment: Chaotic Evil
armor class: 12
initiative: +2 (12)
hit points: 22 (5d8)
speed: 30 ft.
immunities: Poison; Charmed, Exhaustion, Poisoned
senses: Darkvision 60 ft.; Passive Perception 10
languages: Common
challenge: 1 (XP 200; PB +2)
armor class value: 12
hit points value: 22
hit points roll:
  expression: 5d8
  count: 5
  sides: 8
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 13
    modifier: 1
    saving throw: 1
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 7
    modifier: -2
    saving throw: -2
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Multiattack. The ghoul makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
  source locator:
    chapter: Monsters A-Z
    section: 12.99
    heading: Actions
    line start: 21136
    line end: 21142
rules text: Medium Undead, Chaotic Evil AC 12 Initiative +2 (12) HP 22 (5d8) Speed 30 ft. Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Common CR 1 (XP 200; PB +2) Actions Multiattack. The ghoul makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
condition immunities: charmed
condition immunities: exhaustion
condition immunities: poisoned
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  damage components:
    average damage: 3
    damage type: Necrotic
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 5
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 4
    damage type: Slashing
    damage roll:
      expression: 1d4+2
      count: 1
      sides: 4
      modifier: 2
  source text: Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

giant-ape
type: Monster
name: Giant Ape
slug: giant-ape
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.26
  heading: Giant Ape
  line start: 27364
  line end: 27393
size type alignment: Huge Beast, Unaligned
size and type: Huge Beast
alignment: Unaligned
armor class: 12
initiative: +5 (15)
hit points: 168 (16d12 + 64)
speed: 40 ft., Climb 40 ft.
skills: Athletics +9, Perception +4, Survival +4
senses: Passive Perception 14
languages: None
challenge: 7 (XP 2,900; PB +3)
armor class value: 12
hit points value: 168
hit points roll:
  expression: 16d12+64
  count: 16
  sides: 12
  modifier: 64
challenge rating: 7
experience points: 2900
proficiency bonus: 3
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 16
    modifier: 3
    saving throw: 3
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only.
  source locator:
    chapter: Animals
    section: 13.26
    heading: Actions
    line start: 27383
    line end: 27389
stat sections:
  name: Bonus Actions
  rules text: Leap. The ape jumps up to 30 feet by spending 10 feet of movement.
  source locator:
    chapter: Animals
    section: 13.26
    heading: Bonus Actions
    line start: 27391
    line end: 27393
rules text: Huge Beast, Unaligned AC 12 Initiative +5 (15) HP 168 (16d12 + 64) Speed 40 ft., Climb 40 ft. Skills Athletics +9, Perception +4, Survival +4 Senses Passive Perception 14 Languages None CR 7 (XP 2,900; PB +3) Actions Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only. Bonus Actions Leap. The ape jumps up to 30 feet by spending 10 feet of movement.
attacks:
  name: Fist
  attack type: Melee
  damage components:
    average damage: 22
    damage type: Bludgeoning
    damage roll:
      expression: 3d10+6
      count: 3
      sides: 10
      modifier: 6
  source text: Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 9
  reach feet: 10

giant-badger
type: Monster
name: Giant Badger
slug: giant-badger
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.27
  heading: Giant Badger
  line start: 27395
  line end: 27417
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 13
initiative: +0 (10)
hit points: 15 (2d8 + 6)
speed: 30 ft., Burrow 10 ft.
skills: Perception +3
resistances: Poison
senses: Darkvision 60 ft.; Passive Perception 13
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 13
hit points value: 15
hit points roll:
  expression: 2d8+6
  count: 2
  sides: 8
  modifier: 6
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 13
    modifier: 1
    saving throw: 1
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 17
    modifier: 3
    saving throw: 3
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.27
    heading: Actions
    line start: 27415
    line end: 27417
rules text: Medium Beast, Unaligned AC 13 Initiative +0 (10) HP 15 (2d8 + 6) Speed 30 ft., Burrow 10 ft. Skills Perception +3 Resistances Poison Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Piercing
    damage roll:
      expression: 2d4+1
      count: 2
      sides: 4
      modifier: 1
  source text: Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5

giant-bat
type: Monster
name: Giant Bat
slug: giant-bat
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.28
  heading: Giant Bat
  line start: 27419
  line end: 27439
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 13
initiative: +3 (13)
hit points: 22 (4d10)
speed: 10 ft., Fly 60 ft.
senses: Blindsight 120 ft.; Passive Perception 11
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 13
hit points value: 22
hit points roll:
  expression: 4d10
  count: 4
  sides: 10
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 16
    modifier: 3
    saving throw: 3
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.28
    heading: Actions
    line start: 27437
    line end: 27439
rules text: Large Beast, Unaligned AC 13 Initiative +3 (13) HP 22 (4d10) Speed 10 ft., Fly 60 ft. Senses Blindsight 120 ft.; Passive Perception 11 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Piercing
    damage roll:
      expression: 1d6+3
      count: 1
      sides: 6
      modifier: 3
  source text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

giant-boar
type: Monster
name: Giant Boar
slug: giant-boar
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.29
  heading: Giant Boar
  line start: 27441
  line end: 27465
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 13
initiative: +0 (10)
hit points: 42 (5d10 + 15)
speed: 40 ft.
senses: Passive Perception 8
languages: None
challenge: 2 (XP 450; PB +2)
armor class value: 13
hit points value: 42
hit points roll:
  expression: 5d10+15
  count: 5
  sides: 10
  modifier: 15
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 5
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 7
    modifier: -2
    saving throw: -2
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Bloodied Fury. The boar has Advantage on melee attack rolls while it is Bloodied.
  source locator:
    chapter: Animals
    section: 13.29
    heading: Traits
    line start: 27459
    line end: 27461
stat sections:
  name: Actions
  rules text: Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition.
  source locator:
    chapter: Animals
    section: 13.29
    heading: Actions
    line start: 27463
    line end: 27465
rules text: Large Beast, Unaligned AC 13 Initiative +0 (10) HP 42 (5d10 + 15) Speed 40 ft. Senses Passive Perception 8 Languages None CR 2 (XP 450; PB +2) Traits Bloodied Fury. The boar has Advantage on melee attack rolls while it is Bloodied. Actions Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition.
attacks:
  name: Gore
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Piercing
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  damage components:
    average damage: 7
    damage type: Piercing
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

giant-centipede
type: Monster
name: Giant Centipede
slug: giant-centipede
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.30
  heading: Giant Centipede
  line start: 27467
  line end: 27487
size type alignment: Small Beast, Unaligned
size and type: Small Beast
alignment: Unaligned
armor class: 14
initiative: +2 (12)
hit points: 9 (2d6 + 2)
speed: 30 ft., Climb 30 ft.
senses: Blindsight 30 ft.; Passive Perception 8
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 14
hit points value: 9
hit points roll:
  expression: 2d6+2
  count: 2
  sides: 6
  modifier: 2
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 13
    modifier: 1
    saving throw: 1
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 17
    modifier: 3
    saving throw: 3
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next turn.
  source locator:
    chapter: Animals
    section: 13.30
    heading: Actions
    line start: 27485
    line end: 27487
rules text: Small Beast, Unaligned AC 14 Initiative +2 (12) HP 9 (2d6 + 2) Speed 30 ft., Climb 30 ft. Senses Blindsight 30 ft.; Passive Perception 8 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next turn.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 4
    damage type: Piercing
    damage roll:
      expression: 1d4+2
      count: 1
      sides: 4
      modifier: 2
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next turn.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

giant-constrictor-snake
type: Monster
name: Giant Constrictor Snake
slug: giant-constrictor-snake
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.31
  heading: Giant Constrictor Snake
  line start: 27489
  line end: 27514
size type alignment: Huge Beast, Unaligned
size and type: Huge Beast
alignment: Unaligned
armor class: 12
initiative: +2 (12)
hit points: 60 (8d12 + 8)
speed: 30 ft., Swim 30 ft.
skills: Perception +2
senses: Blindsight 10 ft.; Passive Perception 12
languages: None
challenge: 2 (XP 450; PB +2)
armor class value: 12
hit points value: 60
hit points roll:
  expression: 8d12+8
  count: 8
  sides: 12
  modifier: 8
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 21
    modifier: 5
    saving throw: 5
  dex:
    score: 9
    modifier: -1
    saving throw: -1
  con:
    score: 17
    modifier: 3
    saving throw: 3
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Multiattack. The snake makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14).
  source locator:
    chapter: Animals
    section: 13.31
    heading: Actions
    line start: 27508
    line end: 27514
rules text: Huge Beast, Unaligned AC 12 Initiative +2 (12) HP 60 (8d12 + 8) Speed 30 ft., Swim 30 ft. Skills Perception +2 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Actions Multiattack. The snake makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14).
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 11
    damage type: Piercing
    damage roll:
      expression: 2d6+4
      count: 2
      sides: 6
      modifier: 4
  source text: Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 10

giant-crab
type: Monster
name: Giant Crab
slug: giant-crab
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.32
  heading: Giant Crab
  line start: 27516
  line end: 27541
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 15
initiative: +1 (11)
hit points: 13 (3d8)
speed: 30 ft., Swim 30 ft.
skills: Stealth +3
senses: Blindsight 30 ft.; Passive Perception 9
languages: None
challenge: 1/8 (XP 25; PB +2)
armor class value: 15
hit points value: 13
hit points roll:
  expression: 3d8
  count: 3
  sides: 8
challenge rating: 1/8
experience points: 25
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 17
    modifier: 3
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 8
    modifier: -1
    saving throw: -1
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Traits
  rules text: Amphibious. The crab can breathe air and water.
  source locator:
    chapter: Animals
    section: 13.32
    heading: Traits
    line start: 27535
    line end: 27537
stat sections:
  name: Actions
  rules text: Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws.
  source locator:
    chapter: Animals
    section: 13.32
    heading: Actions
    line start: 27539
    line end: 27541
rules text: Medium Beast, Unaligned AC 15 Initiative +1 (11) HP 13 (3d8) Speed 30 ft., Swim 30 ft. Skills Stealth +3 Senses Blindsight 30 ft.; Passive Perception 9 Languages None CR 1/8 (XP 25; PB +2) Traits Amphibious. The crab can breathe air and water. Actions Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws.
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 4
    damage type: Bludgeoning
    damage roll:
      expression: 1d6+1
      count: 1
      sides: 6
      modifier: 1
  source text: Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5

giant-crocodile
type: Monster
name: Giant Crocodile
slug: giant-crocodile
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.33
  heading: Giant Crocodile
  line start: 27543
  line end: 27572
size type alignment: Huge Beast, Unaligned
size and type: Huge Beast
alignment: Unaligned
armor class: 14
initiative: -1 (9)
hit points: 85 (9d12 + 27)
speed: 30 ft., Swim 50 ft.
skills: Stealth +5
senses: Passive Perception 10
languages: None
challenge: 5 (XP 1,800; PB +3)
armor class value: 14
hit points value: 85
hit points roll:
  expression: 9d12+27
  count: 9
  sides: 12
  modifier: 27
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 21
    modifier: 5
    saving throw: 5
  dex:
    score: 9
    modifier: -1
    saving throw: -1
  con:
    score: 17
    modifier: 3
    saving throw: 3
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Hold Breath. The crocodile can hold its breath for 1 hour.
  source locator:
    chapter: Animals
    section: 13.33
    heading: Traits
    line start: 27562
    line end: 27564
stat sections:
  name: Actions
  rules text: Multiattack. The crocodile makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained condition and can't be targeted by the crocodile's Tail. Tail. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
  source locator:
    chapter: Animals
    section: 13.33
    heading: Actions
    line start: 27566
    line end: 27572
rules text: Huge Beast, Unaligned AC 14 Initiative -1 (9) HP 85 (9d12 + 27) Speed 30 ft., Swim 50 ft. Skills Stealth +5 Senses Passive Perception 10 Languages None CR 5 (XP 1,800; PB +3) Traits Hold Breath. The crocodile can hold its breath for 1 hour. Actions Multiattack. The crocodile makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained condition and can't be targeted by the crocodile's Tail. Tail. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 21
    damage type: Piercing
    damage roll:
      expression: 3d10+5
      count: 3
      sides: 10
      modifier: 5
  source text: Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained condition and can't be targeted by the crocodile's Tail.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 8
  reach feet: 5
attacks:
  name: Tail
  attack type: Melee
  damage components:
    average damage: 18
    damage type: Bludgeoning
    damage roll:
      expression: 3d8+5
      count: 3
      sides: 8
      modifier: 5
  source text: Tail. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 8
  reach feet: 10

giant-eagle
type: Monster
name: Giant Eagle
slug: giant-eagle
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.34
  heading: Giant Eagle
  line start: 27574
  line end: 27598
size type alignment: Large Celestial, Neutral Good
size and type: Large Celestial
alignment: Neutral Good
armor class: 13
initiative: +3 (13)
hit points: 26 (4d10 + 4)
speed: 10 ft., Fly 80 ft.
skills: Perception +6
resistances: Necrotic, Radiant
senses: Passive Perception 16
languages: Celestial; understands Common and Primordial (Auran) but can't speak them
challenge: 1 (XP 200; PB +2)
armor class value: 13
hit points value: 26
hit points roll:
  expression: 4d10+4
  count: 4
  sides: 10
  modifier: 4
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 17
    modifier: 3
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 8
    modifier: -1
    saving throw: -1
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Actions
  rules text: Multiattack. The eagle makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage.
  source locator:
    chapter: Animals
    section: 13.34
    heading: Actions
    line start: 27594
    line end: 27598
rules text: Large Celestial, Neutral Good AC 13 Initiative +3 (13) HP 26 (4d10 + 4) Speed 10 ft., Fly 80 ft. Skills Perception +6 Resistances Necrotic, Radiant Senses Passive Perception 16 Languages Celestial; understands Common and Primordial (Auran) but can't speak them CR 1 (XP 200; PB +2) Actions Multiattack. The eagle makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Slashing
    damage roll:
      expression: 1d4+3
      count: 1
      sides: 4
      modifier: 3
  damage components:
    average damage: 3
    damage type: Radiant
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

giant-elk
type: Monster
name: Giant Elk
slug: giant-elk
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.35
  heading: Giant Elk
  line start: 27600
  line end: 27622
size type alignment: Huge Celestial, Neutral Good
size and type: Huge Celestial
alignment: Neutral Good
armor class: 14
initiative: +6 (16)
hit points: 42 (5d12 + 10)
speed: 60 ft.
skills: Perception +4
resistances: Necrotic, Radiant
senses: Darkvision 90 ft.; Passive Perception 14
languages: Celestial; understands Common, Elvish, and Sylvan but can't speak them
challenge: 2 (XP 450; PB +2)
armor class value: 14
hit points value: 42
hit points roll:
  expression: 5d12+10
  count: 5
  sides: 12
  modifier: 10
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 6
  dex:
    score: 18
    modifier: 4
    saving throw: 6
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 7
    modifier: -2
    saving throw: -2
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Actions
  rules text: Ram. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.
  source locator:
    chapter: Animals
    section: 13.35
    heading: Actions
    line start: 27620
    line end: 27622
rules text: Huge Celestial, Neutral Good AC 14 Initiative +6 (16) HP 42 (5d12 + 10) Speed 60 ft. Skills Perception +4 Resistances Necrotic, Radiant Senses Darkvision 90 ft.; Passive Perception 14 Languages Celestial; understands Common, Elvish, and Sylvan but can't speak them CR 2 (XP 450; PB +2) Actions Ram. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.
attacks:
  name: Ram
  attack type: Melee
  damage components:
    average damage: 11
    damage type: Bludgeoning
    damage roll:
      expression: 2d6+4
      count: 2
      sides: 6
      modifier: 4
  damage components:
    average damage: 5
    damage type: Radiant
    damage roll:
      expression: 2d4
      count: 2
      sides: 4
  damage components:
    average damage: 5
    damage type: Bludgeoning
    damage roll:
      expression: 2d4
      count: 2
      sides: 4
  source text: Ram. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 6
  reach feet: 10

giant-fire-beetle
type: Monster
name: Giant Fire Beetle
slug: giant-fire-beetle
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.36
  heading: Giant Fire Beetle
  line start: 27624
  line end: 27649
size type alignment: Small Beast, Unaligned
size and type: Small Beast
alignment: Unaligned
armor class: 13
initiative: +0 (10)
hit points: 4 (1d6 + 1)
speed: 30 ft., Climb 30 ft.
resistances: Fire
senses: Blindsight 30 ft.; Passive Perception 8
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 13
hit points value: 4
hit points roll:
  expression: 1d6+1
  count: 1
  sides: 6
  modifier: 1
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 8
    modifier: -1
    saving throw: -1
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 7
    modifier: -2
    saving throw: -2
  cha:
    score: 3
    modifier: -4
    saving throw: -4
stat sections:
  name: Traits
  rules text: Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
  source locator:
    chapter: Animals
    section: 13.36
    heading: Traits
    line start: 27643
    line end: 27645
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage.
  source locator:
    chapter: Animals
    section: 13.36
    heading: Actions
    line start: 27647
    line end: 27649
rules text: Small Beast, Unaligned AC 13 Initiative +0 (10) HP 4 (1d6 + 1) Speed 30 ft., Climb 30 ft. Resistances Fire Senses Blindsight 30 ft.; Passive Perception 8 Languages None CR 0 (XP 10; PB +2) Traits Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Actions Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Fire
  source text: Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 1
  reach feet: 5

giant-fly
type: Monster
name: Giant Fly
slug: giant-fly
source: srd-5-2-1
source locator:
  chapter: Magic Items
  section: 10.116
  heading: Giant Fly
  line start: 15752
  line end: 15794
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 19 (3d10 + 3)
speed: 30 ft., Fly 60 ft.
senses: Darkvision 60 ft., Passive Perception 10
languages: None
challenge: 0 (XP 0; PB +2)
armor class value: 11
hit points value: 19
hit points roll:
  expression: 3d10+3
  count: 3
  sides: 10
  modifier: 3
challenge rating: 0
experience points: 0
proficiency bonus: 2
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 3
    modifier: -4
    saving throw: -4
rules text: Large Beast, Unaligned AC 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 30 ft., Fly 60 ft. Senses Darkvision 60 ft., Passive Perception 10 Languages None CR 0 (XP 0; PB +2) Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for…

giant-frog
type: Monster
name: Giant Frog
slug: giant-frog
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.37
  heading: Giant Frog
  line start: 27651
  line end: 27682
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 18 (4d8)
speed: 30 ft., Swim 30 ft.
skills: Perception +2, Stealth +4
senses: Darkvision 30 ft.; Passive Perception 12
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 11
hit points value: 18
hit points roll:
  expression: 4d8
  count: 4
  sides: 8
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 5
    modifier: -3
    saving throw: -3
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 4
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.
  source locator:
    chapter: Animals
    section: 13.37
    heading: Traits
    line start: 27670
    line end: 27674
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11). Swallow. The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition. At the end of the frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone.
  source locator:
    chapter: Animals
    section: 13.37
    heading: Actions
    line start: 27676
    line end: 27682
rules text: Medium Beast, Unaligned AC 11 Initiative +1 (11) HP 18 (4d8) Speed 30 ft., Swim 30 ft. Skills Perception +2, Stealth +4 Senses Darkvision 30 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Traits Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start. Actions Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11). Swallow. The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition. At the end of the frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  source text: Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11).
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5

giant-goat
type: Monster
name: Giant Goat
slug: giant-goat
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.38
  heading: Giant Goat
  line start: 27684
  line end: 27705
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 19 (3d10 + 3)
speed: 40 ft., Climb 30 ft.
skills: Perception +3
senses: Darkvision 60 ft.; Passive Perception 13
languages: None
challenge: 1/2 (XP 100; PB +2)
armor class value: 11
hit points value: 19
hit points roll:
  expression: 3d10+3
  count: 3
  sides: 10
  modifier: 3
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 8
    modifier: -1
    saving throw: -1
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 7
    modifier: -2
    saving throw: -2
  cha:
    score: 3
    modifier: -4
    saving throw: -4
stat sections:
  name: Actions
  rules text: Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.
  source locator:
    chapter: Animals
    section: 13.38
    heading: Actions
    line start: 27703
    line end: 27705
rules text: Large Beast, Unaligned AC 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 40 ft., Climb 30 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/2 (XP 100; PB +2) Actions Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.
attacks:
  name: Ram
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Bludgeoning
    damage roll:
      expression: 1d6+3
      count: 1
      sides: 6
      modifier: 3
  damage components:
    average damage: 5
    damage type: Bludgeoning
    damage roll:
      expression: 2d4
      count: 2
      sides: 4
  source text: Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

giant-hyena
type: Monster
name: Giant Hyena
slug: giant-hyena
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.39
  heading: Giant Hyena
  line start: 27707
  line end: 27732
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 12
initiative: +2 (12)
hit points: 45 (6d10 + 12)
speed: 50 ft.
skills: Perception +3
senses: Darkvision 60 ft.; Passive Perception 13
languages: None
challenge: 1 (XP 200; PB +2)
armor class value: 12
hit points value: 45
hit points roll:
  expression: 6d10+12
  count: 6
  sides: 10
  modifier: 12
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 5
    modifier: -3
    saving throw: -3
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 4
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.39
    heading: Actions
    line start: 27726
    line end: 27728
stat sections:
  name: Bonus Actions
  rules text: Rampage (1/Day). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack.
  source locator:
    chapter: Animals
    section: 13.39
    heading: Bonus Actions
    line start: 27730
    line end: 27732
rules text: Large Beast, Unaligned AC 12 Initiative +2 (12) HP 45 (6d10 + 12) Speed 50 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. Bonus Actions Rampage (1/Day). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Piercing
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  source text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

giant-lizard
type: Monster
name: Giant Lizard
slug: giant-lizard
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.40
  heading: Giant Lizard
  line start: 27734
  line end: 27758
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 12
initiative: +1 (11)
hit points: 19 (3d10 + 3)
speed: 40 ft., Climb 40 ft.
senses: Darkvision 60 ft.; Passive Perception 10
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 12
hit points value: 19
hit points roll:
  expression: 3d10+3
  count: 3
  sides: 10
  modifier: 3
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 12
    modifier: 1
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.
  source locator:
    chapter: Animals
    section: 13.40
    heading: Traits
    line start: 27752
    line end: 27754
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.40
    heading: Actions
    line start: 27756
    line end: 27758
rules text: Large Beast, Unaligned AC 12 Initiative +1 (11) HP 19 (3d10 + 3) Speed 40 ft., Climb 40 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Traits Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Piercing
    damage roll:
      expression: 1d8+2
      count: 1
      sides: 8
      modifier: 2
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

giant-octopus
type: Monster
name: Giant Octopus
slug: giant-octopus
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.41
  heading: Giant Octopus
  line start: 27760
  line end: 27789
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 45 (7d10 + 7)
speed: 10 ft., Swim 60 ft.
skills: Perception +4, Stealth +5
senses: Darkvision 60 ft.; Passive Perception 14
languages: None
challenge: 1 (XP 200; PB +2)
armor class value: 11
hit points value: 45
hit points roll:
  expression: 7d10+7
  count: 7
  sides: 10
  modifier: 7
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water.
  source locator:
    chapter: Animals
    section: 13.41
    heading: Traits
    line start: 27779
    line end: 27781
stat sections:
  name: Actions
  rules text: Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition.
  source locator:
    chapter: Animals
    section: 13.41
    heading: Actions
    line start: 27783
    line end: 27785
stat sections:
  name: Reactions
  rules text: Ink Cloud (1/Day). Trigger: The octopus takes damage while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
  source locator:
    chapter: Animals
    section: 13.41
    heading: Reactions
    line start: 27787
    line end: 27789
rules text: Large Beast, Unaligned AC 11 Initiative +1 (11) HP 45 (7d10 + 7) Speed 10 ft., Swim 60 ft. Skills Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 1 (XP 200; PB +2) Traits Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water. Actions Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition. Reactions Ink Cloud (1/Day). Trigger: The octopus takes damage while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
attacks:
  name: Tentacles
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Bludgeoning
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  source text: Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 10

giant-owl
type: Monster
name: Giant Owl
slug: giant-owl
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.42
  heading: Giant Owl
  line start: 27791
  line end: 27822
size type alignment: Large Celestial, Neutral
size and type: Large Celestial
alignment: Neutral
armor class: 12
initiative: +2 (12)
hit points: 19 (3d10 + 3)
speed: 5 ft., Fly 60 ft.
skills: Perception +6, Stealth +6
resistances: Necrotic, Radiant
senses: Darkvision 120 ft.; Passive Perception 16
languages: Celestial; understands Common, Elvish, and Sylvan but can't speak them
challenge: 1/4 (XP 50; PB +2)
armor class value: 12
hit points value: 19
hit points roll:
  expression: 3d10+3
  count: 3
  sides: 10
  modifier: 3
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 12
    modifier: 1
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
  source locator:
    chapter: Animals
    section: 13.42
    heading: Traits
    line start: 27811
    line end: 27813
stat sections:
  name: Actions
  rules text: Talons. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Spellcasting. The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance
  source locator:
    chapter: Animals
    section: 13.42
    heading: Actions
    line start: 27815
    line end: 27822
rules text: Large Celestial, Neutral AC 12 Initiative +2 (12) HP 19 (3d10 + 3) Speed 5 ft., Fly 60 ft. Skills Perception +6, Stealth +6 Resistances Necrotic, Radiant Senses Darkvision 120 ft.; Passive Perception 16 Languages Celestial; understands Common, Elvish, and Sylvan but can't speak them CR 1/4 (XP 50; PB +2) Traits Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach. Actions Talons. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Spellcasting. The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance
attacks:
  name: Talons
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Slashing
    damage roll:
      expression: 1d10+2
      count: 1
      sides: 10
      modifier: 2
  source text: Talons. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

giant-rat
type: Monster
name: Giant Rat
slug: giant-rat
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.43
  heading: Giant Rat
  line start: 27824
  line end: 27849
size type alignment: Small Beast, Unaligned
size and type: Small Beast
alignment: Unaligned
armor class: 13
initiative: +3 (13)
hit points: 7 (2d6)
speed: 30 ft., Climb 30 ft.
skills: Perception +2
senses: Darkvision 60 ft.; Passive Perception 12
languages: None
challenge: 1/8 (XP 25; PB +2)
armor class value: 13
hit points value: 7
hit points roll:
  expression: 2d6
  count: 2
  sides: 6
challenge rating: 1/8
experience points: 25
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
  source locator:
    chapter: Animals
    section: 13.43
    heading: Traits
    line start: 27843
    line end: 27845
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.43
    heading: Actions
    line start: 27847
    line end: 27849
rules text: Small Beast, Unaligned AC 13 Initiative +3 (13) HP 7 (2d6) Speed 30 ft., Climb 30 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 1/8 (XP 25; PB +2) Traits Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Actions Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d4+3
      count: 1
      sides: 4
      modifier: 3
  source text: Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

giant-scorpion
type: Monster
name: Giant Scorpion
slug: giant-scorpion
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.44
  heading: Giant Scorpion
  line start: 27851
  line end: 27875
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 15
initiative: +1 (11)
hit points: 52 (7d10 + 14)
speed: 40 ft.
senses: Blindsight 60 ft.; Passive Perception 9
languages: None
challenge: 3 (XP 700; PB +2)
armor class value: 15
hit points value: 52
hit points roll:
  expression: 7d10+14
  count: 7
  sides: 10
  modifier: 14
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 23
    modifier: 6
    saving throw: 6
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 21
    modifier: 5
    saving throw: 5
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Multiattack. The scorpion makes two Claw attacks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage.
  source locator:
    chapter: Animals
    section: 13.44
    heading: Actions
    line start: 27869
    line end: 27875
rules text: Large Beast, Unaligned AC 15 Initiative +1 (11) HP 52 (7d10 + 14) Speed 40 ft. Senses Blindsight 60 ft.; Passive Perception 9 Languages None CR 3 (XP 700; PB +2) Actions Multiattack. The scorpion makes two Claw attacks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage.
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Bludgeoning
    damage roll:
      expression: 1d6+3
      count: 1
      sides: 6
      modifier: 3
  source text: Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5
attacks:
  name: Sting
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Piercing
    damage roll:
      expression: 1d8+3
      count: 1
      sides: 8
      modifier: 3
  damage components:
    average damage: 11
    damage type: Poison
    damage roll:
      expression: 2d10
      count: 2
      sides: 10
  source text: Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

giant-seahorse
type: Monster
name: Giant Seahorse
slug: giant-seahorse
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.45
  heading: Giant Seahorse
  line start: 27877
  line end: 27905
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 14
initiative: +1 (11)
hit points: 16 (3d10)
speed: 5 ft., Swim 40 ft.
senses: Passive Perception 11
languages: None
challenge: 1/2 (XP 100; PB +2)
armor class value: 14
hit points value: 16
hit points roll:
  expression: 3d10
  count: 3
  sides: 10
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 16
    modifier: 3
    saving throw: 3
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 4
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Water Breathing. The seahorse can breathe only underwater.
  source locator:
    chapter: Animals
    section: 13.45
    heading: Traits
    line start: 27895
    line end: 27897
stat sections:
  name: Actions
  rules text: Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit.
  source locator:
    chapter: Animals
    section: 13.45
    heading: Actions
    line start: 27899
    line end: 27901
stat sections:
  name: Bonus Actions
  rules text: Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.
  source locator:
    chapter: Animals
    section: 13.45
    heading: Bonus Actions
    line start: 27903
    line end: 27905
rules text: Large Beast, Unaligned AC 14 Initiative +1 (11) HP 16 (3d10) Speed 5 ft., Swim 40 ft. Senses Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Traits Water Breathing. The seahorse can breathe only underwater. Actions Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit. Bonus Actions Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.
attacks:
  name: Ram
  attack type: Melee
  damage components:
    average damage: 9
    damage type: Bludgeoning
    damage roll:
      expression: 2d6+2
      count: 2
      sides: 6
      modifier: 2
  damage components:
    average damage: 11
    damage type: Bludgeoning
    damage roll:
      expression: 2d8+2
      count: 2
      sides: 8
      modifier: 2
  source text: Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

giant-shark
type: Monster
name: Giant Shark
slug: giant-shark
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.46
  heading: Giant Shark
  line start: 27907
  line end: 27934
size type alignment: Huge Beast, Unaligned
size and type: Huge Beast
alignment: Unaligned
armor class: 13
initiative: +3 (13)
hit points: 92 (8d12 + 40)
speed: 5 ft., Swim 60 ft.
skills: Perception +3
senses: Blindsight 60 ft.; Passive Perception 13
languages: None
challenge: 5 (XP 1,800; PB +3)
armor class value: 13
hit points value: 92
hit points roll:
  expression: 8d12+40
  count: 8
  sides: 12
  modifier: 40
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 23
    modifier: 6
    saving throw: 6
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 21
    modifier: 5
    saving throw: 5
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Water Breathing. The shark can breathe only underwater.
  source locator:
    chapter: Animals
    section: 13.46
    heading: Traits
    line start: 27926
    line end: 27928
stat sections:
  name: Actions
  rules text: Multiattack. The shark makes two Bite attacks. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.46
    heading: Actions
    line start: 27930
    line end: 27934
rules text: Huge Beast, Unaligned AC 13 Initiative +3 (13) HP 92 (8d12 + 40) Speed 5 ft., Swim 60 ft. Skills Perception +3 Senses Blindsight 60 ft.; Passive Perception 13 Languages None CR 5 (XP 1,800; PB +3) Traits Water Breathing. The shark can breathe only underwater. Actions Multiattack. The shark makes two Bite attacks. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 22
    damage type: Piercing
    damage roll:
      expression: 3d10+6
      count: 3
      sides: 10
      modifier: 6
  source text: Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 9
  reach feet: 5

giant-spider
type: Monster
name: Giant Spider
slug: giant-spider
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.47
  heading: Giant Spider
  line start: 27936
  line end: 27965
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 14
initiative: +3 (13)
hit points: 26 (4d10 + 4)
speed: 30 ft., Climb 30 ft.
skills: Perception +4, Stealth +7
senses: Darkvision 60 ft.; Passive Perception 14
languages: None
challenge: 1 (XP 200; PB +2)
armor class value: 14
hit points value: 26
hit points roll:
  expression: 4d10+4
  count: 4
  sides: 10
  modifier: 4
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 16
    modifier: 3
    saving throw: 3
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 4
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.
  source locator:
    chapter: Animals
    section: 13.47
    heading: Traits
    line start: 27955
    line end: 27959
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).
  source locator:
    chapter: Animals
    section: 13.47
    heading: Actions
    line start: 27961
    line end: 27965
rules text: Large Beast, Unaligned AC 14 Initiative +3 (13) HP 26 (4d10 + 4) Speed 30 ft., Climb 30 ft. Skills Perception +4, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 1 (XP 200; PB +2) Traits Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Piercing
    damage roll:
      expression: 1d8+3
      count: 1
      sides: 8
      modifier: 3
  damage components:
    average damage: 7
    damage type: Poison
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

giant-toad
type: Monster
name: Giant Toad
slug: giant-toad
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.48
  heading: Giant Toad
  line start: 27967
  line end: 27995
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 39 (6d10 + 6)
speed: 30 ft., Swim 30 ft.
senses: Darkvision 60 ft.; Passive Perception 10
languages: None
challenge: 1 (XP 200; PB +2)
armor class value: 11
hit points value: 39
hit points roll:
  expression: 6d10+6
  count: 6
  sides: 10
  modifier: 6
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 6
    modifier: -2
    saving throw: -2
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Amphibious. The toad can breathe air and water. Standing Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.
  source locator:
    chapter: Animals
    section: 13.48
    heading: Traits
    line start: 27985
    line end: 27989
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Swallow. The toad swallows a Medium or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's turns. The toad can have only one target swallowed at a time, and it can't use Bite while it has a swallowed target. If the toad dies, a swallowed creature is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition.
  source locator:
    chapter: Animals
    section: 13.48
    heading: Actions
    line start: 27991
    line end: 27995
rules text: Large Beast, Unaligned AC 11 Initiative +1 (11) HP 39 (6d10 + 6) Speed 30 ft., Swim 30 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1 (XP 200; PB +2) Traits Amphibious. The toad can breathe air and water. Standing Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Swallow. The toad swallows a Medium or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's turns. The toad can have only one target swallowed at a time, and it can't use Bite while it has a swallowed target. If the toad dies, a swallowed creature is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  damage components:
    average damage: 5
    damage type: Poison
    damage roll:
      expression: 2d4
      count: 2
      sides: 4
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

giant-venomous-snake
type: Monster
name: Giant Venomous Snake
slug: giant-venomous-snake
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.49
  heading: Giant Venomous Snake
  line start: 27997
  line end: 28018
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 14
initiative: +4 (14)
hit points: 11 (2d8 + 2)
speed: 40 ft., Swim 40 ft.
skills: Perception +2
senses: Blindsight 10 ft.; Passive Perception 12
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 14
hit points value: 11
hit points roll:
  expression: 2d8+2
  count: 2
  sides: 8
  modifier: 2
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 18
    modifier: 4
    saving throw: 4
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 3
    modifier: -4
    saving throw: -4
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage.
  source locator:
    chapter: Animals
    section: 13.49
    heading: Actions
    line start: 28016
    line end: 28018
rules text: Medium Beast, Unaligned AC 14 Initiative +4 (14) HP 11 (2d8 + 2) Speed 40 ft., Swim 40 ft. Skills Perception +2 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Piercing
    damage roll:
      expression: 1d4+4
      count: 1
      sides: 4
      modifier: 4
  damage components:
    average damage: 4
    damage type: Poison
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 6
  reach feet: 10

giant-vulture
type: Monster
name: Giant Vulture
slug: giant-vulture
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.50
  heading: Giant Vulture
  line start: 28020
  line end: 28046
size type alignment: Large Monstrosity, Neutral Evil
size and type: Large Monstrosity
alignment: Neutral Evil
armor class: 10
initiative: +0 (10)
hit points: 25 (3d10 + 9)
speed: 10 ft., Fly 60 ft.
skills: Perception +3
resistances: Necrotic
senses: Darkvision 60 ft.; Passive Perception 13
languages: Understands Common but can't speak
challenge: 1 (XP 200; PB +2)
armor class value: 10
hit points value: 25
hit points roll:
  expression: 3d10+9
  count: 3
  sides: 10
  modifier: 9
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 6
    modifier: -2
    saving throw: -2
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
  source locator:
    chapter: Animals
    section: 13.50
    heading: Traits
    line start: 28040
    line end: 28042
stat sections:
  name: Actions
  rules text: Gouge. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn.
  source locator:
    chapter: Animals
    section: 13.50
    heading: Actions
    line start: 28044
    line end: 28046
rules text: Large Monstrosity, Neutral Evil AC 10 Initiative +0 (10) HP 25 (3d10 + 9) Speed 10 ft., Fly 60 ft. Skills Perception +3 Resistances Necrotic Senses Darkvision 60 ft.; Passive Perception 13 Languages Understands Common but can't speak CR 1 (XP 200; PB +2) Traits Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Actions Gouge. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn.
attacks:
  name: Gouge
  attack type: Melee
  damage components:
    average damage: 9
    damage type: Piercing
    damage roll:
      expression: 2d6+2
      count: 2
      sides: 6
      modifier: 2
  source text: Gouge. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

giant-wasp
type: Monster
name: Giant Wasp
slug: giant-wasp
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.51
  heading: Giant Wasp
  line start: 28048
  line end: 28072
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 13
initiative: +2 (12)
hit points: 22 (5d8)
speed: 10 ft., Fly 50 ft.
senses: Passive Perception 10
languages: None
challenge: 1/2 (XP 100; PB +2)
armor class value: 13
hit points value: 22
hit points roll:
  expression: 5d8
  count: 5
  sides: 8
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 3
    modifier: -4
    saving throw: -4
stat sections:
  name: Traits
  rules text: Flyby. The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
  source locator:
    chapter: Animals
    section: 13.51
    heading: Traits
    line start: 28066
    line end: 28068
stat sections:
  name: Actions
  rules text: Sting. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage.
  source locator:
    chapter: Animals
    section: 13.51
    heading: Actions
    line start: 28070
    line end: 28072
rules text: Medium Beast, Unaligned AC 13 Initiative +2 (12) HP 22 (5d8) Speed 10 ft., Fly 50 ft. Senses Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Traits Flyby. The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach. Actions Sting. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage.
attacks:
  name: Sting
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  damage components:
    average damage: 5
    damage type: Poison
    damage roll:
      expression: 2d4
      count: 2
      sides: 4
  source text: Sting. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

giant-weasel
type: Monster
name: Giant Weasel
slug: giant-weasel
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.52
  heading: Giant Weasel
  line start: 28074
  line end: 28095
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 13
initiative: +3 (13)
hit points: 9 (2d8)
speed: 40 ft., Climb 30 ft.
skills: Acrobatics +5, Perception +3, Stealth +5
senses: Darkvision 60 ft.; Passive Perception 13
languages: None
challenge: 1/8 (XP 25; PB +2)
armor class value: 13
hit points value: 9
hit points roll:
  expression: 2d8
  count: 2
  sides: 8
challenge rating: 1/8
experience points: 25
proficiency bonus: 2
abilities:
  str:
    score: 11
    modifier: 0
    saving throw: 0
  dex:
    score: 17
    modifier: 3
    saving throw: 3
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 4
    modifier: -3
    saving throw: -3
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.52
    heading: Actions
    line start: 28093
    line end: 28095
rules text: Medium Beast, Unaligned AC 13 Initiative +3 (13) HP 9 (2d8) Speed 40 ft., Climb 30 ft. Skills Acrobatics +5, Perception +3, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/8 (XP 25; PB +2) Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d4+3
      count: 1
      sides: 4
      modifier: 3
  source text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

giant-wolf-spider
type: Monster
name: Giant Wolf Spider
slug: giant-wolf-spider
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.53
  heading: Giant Wolf Spider
  line start: 28097
  line end: 28125
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 13
initiative: +3 (13)
hit points: 11 (2d8 + 2)
speed: 40 ft., Climb 40 ft.
skills: Perception +3, Stealth +7
senses: Blindsight 10 ft., Darkvision 60 ft.;
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 13
hit points value: 11
hit points roll:
  expression: 2d8+2
  count: 2
  sides: 8
  modifier: 2
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 12
    modifier: 1
    saving throw: 1
  dex:
    score: 16
    modifier: 3
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 4
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
  source locator:
    chapter: Animals
    section: 13.53
    heading: Traits
    line start: 28119
    line end: 28121
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage.
  source locator:
    chapter: Animals
    section: 13.53
    heading: Actions
    line start: 28123
    line end: 28125
rules text: Medium Beast, Unaligned AC 13 Initiative +3 (13) HP 11 (2d8 + 2) Speed 40 ft., Climb 40 ft. Skills Perception +3, Stealth +7 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/4 (XP 50; PB +2) Traits Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d4+3
      count: 1
      sides: 4
      modifier: 3
  damage components:
    average damage: 5
    damage type: Poison
    damage roll:
      expression: 2d4
      count: 2
      sides: 4
  source text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

gibbering-mouther
type: Monster
name: Gibbering Mouther
slug: gibbering-mouther
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.100
  heading: Gibbering Mouther
  line start: 21144
  line end: 21183
size type alignment: Medium Aberration, Chaotic Neutral
size and type: Medium Aberration
alignment: Chaotic Neutral
armor class: 9
initiative: -1 (9)
hit points: 52 (7d8 + 21)
speed: 20 ft., Swim 20 ft.
immunities: Prone
senses: Darkvision 60 ft.; Passive Perception 10
languages: None
challenge: 2 (XP 450; PB +2)
armor class value: 9
hit points value: 52
hit points roll:
  expression: 7d8+21
  count: 7
  sides: 8
  modifier: 21
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 8
    modifier: -1
    saving throw: -1
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain. Gibbering. The mouther babbles incoherently while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn: 1-4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
  source locator:
    chapter: Monsters A-Z
    section: 12.100
    heading: Traits
    line start: 21165
    line end: 21177
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded condition until the end of the mouther's next turn.
  source locator:
    chapter: Monsters A-Z
    section: 12.100
    heading: Actions
    line start: 21179
    line end: 21183
rules text: Medium Aberration, Chaotic Neutral AC 9 Initiative -1 (9) HP 52 (7d8 + 21) Speed 20 ft., Swim 20 ft. Immunities Prone Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 2 (XP 450; PB +2) Traits Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain. Gibbering. The mouther babbles incoherently while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn: 1-4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. Actions Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded condition until the end of the mouther's next turn.
condition immunities: prone
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Piercing
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 2
  reach feet: 5

glabrezu
type: Monster
name: Glabrezu
slug: glabrezu
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.101
  heading: Glabrezu
  line start: 21185
  line end: 21226
size type alignment: Large Fiend (Demon), Chaotic Evil
size and type: Large Fiend (Demon)
alignment: Chaotic Evil
armor class: 17
initiative: +6 (16)
hit points: 189 (18d10 + 90)
speed: 40 ft.
skills: Deception +7, Perception +7
resistances: Cold, Fire, Lightning
immunities: Poison; Poisoned
senses: Truesight 120 ft.; Passive Perception 17
languages: Abyssal; telepathy 120 ft.
challenge: 9 (XP 5,000; PB +4)
armor class value: 17
hit points value: 189
hit points roll:
  expression: 18d10+90
  count: 18
  sides: 10
  modifier: 90
challenge rating: 9
experience points: 5000
proficiency bonus: 4
abilities:
  str:
    score: 18
    modifier: 4
    saving throw: 7
  dex:
    score: 15
    modifier: 2
    saving throw: 5
  con:
    score: 16
    modifier: 3
    saving throw: 6
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 12
    modifier: 1
    saving throw: 4
  cha:
    score: 15
    modifier: 2
    saving throw: 2
stat sections:
  name: Traits
  rules text: Demonic Restoration. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The glabrezu has Advantage on saving throws against spells and other magical effects.
  source locator:
    chapter: Monsters A-Z
    section: 12.101
    heading: Traits
    line start: 21208
    line end: 21212
stat sections:
  name: Actions
  rules text: Multiattack. The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers. Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half damage. Spellcasting. The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun
  source locator:
    chapter: Monsters A-Z
    section: 12.101
    heading: Actions
    line start: 21214
    line end: 21226
rules text: Large Fiend (Demon), Chaotic Evil AC 17 Initiative +6 (16) HP 189 (18d10 + 90) Speed 40 ft. Skills Deception +7, Perception +7 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 17 Languages Abyssal; telepathy 120 ft. CR 9 (XP 5,000; PB +4) Traits Demonic Restoration. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The glabrezu has Advantage on saving throws against spells and other magical effects. Actions Multiattack. The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers. Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half damage. Spellcasting. The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun
condition immunities: poisoned
attacks:
  name: Pincer
  attack type: Melee
  damage components:
    average damage: 16
    damage type: Slashing
    damage roll:
      expression: 2d10+5
      count: 2
      sides: 10
      modifier: 5
  source text: Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 9
  reach feet: 10

gladiator
type: Monster
name: Gladiator
slug: gladiator
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.102
  heading: Gladiator
  line start: 21228
  line end: 21260
size type alignment: Medium or Small Humanoid, Neutral
size and type: Medium or Small Humanoid
alignment: Neutral
armor class: 16
initiative: +5 (15)
hit points: 112 (15d8 + 45)
speed: 30 ft.
skills: Athletics +10, Performance +5
senses: Passive Perception 11
languages: Common
gear: Shield, Spears (3), Studded Leather Armor
challenge: 5 (XP 1,800; PB +3)
armor class value: 16
hit points value: 112
hit points roll:
  expression: 15d8+45
  count: 15
  sides: 8
  modifier: 45
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 8
    modifier: -1
    saving throw: -1
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Actions
  rules text: Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash. Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.
  source locator:
    chapter: Monsters A-Z
    section: 12.102
    heading: Actions
    line start: 21250
    line end: 21256
stat sections:
  name: Reactions
  rules text: Parry. Trigger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss.
  source locator:
    chapter: Monsters A-Z
    section: 12.102
    heading: Reactions
    line start: 21258
    line end: 21260
rules text: Medium or Small Humanoid, Neutral AC 16 Initiative +5 (15) HP 112 (15d8 + 45) Speed 30 ft. Skills Athletics +10, Performance +5 Gear Shield, Spears (3), Studded Leather Armor Senses Passive Perception 11 Languages Common CR 5 (XP 1,800; PB +3) Actions Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash. Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Reactions Parry. Trigger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss.
attacks:
  name: Spear
  attack type: Melee or Ranged
  damage components:
    average damage: 11
    damage type: Piercing
    damage roll:
      expression: 2d6+4
      count: 2
      sides: 6
      modifier: 4
  source text: Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 5
  range feet:
    normal: 20
    long: 60

gnoll-warrior
type: Monster
name: Gnoll Warrior
slug: gnoll-warrior
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.104
  heading: Gnoll Warrior
  line start: 21264
  line end: 21292
size type alignment: Medium Fiend, Chaotic Evil
size and type: Medium Fiend
alignment: Chaotic Evil
armor class: 15
initiative: +1 (11)
hit points: 27 (6d8)
speed: 30 ft.
senses: Darkvision 60 ft.; Passive Perception 10
languages: Gnoll
challenge: 1/2 (XP 100; PB +2)
armor class value: 15
hit points value: 27
hit points roll:
  expression: 6d8
  count: 6
  sides: 8
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 6
    modifier: -2
    saving throw: -2
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.104
    heading: Actions
    line start: 21282
    line end: 21288
stat sections:
  name: Bonus Actions
  rules text: Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack.
  source locator:
    chapter: Monsters A-Z
    section: 12.104
    heading: Bonus Actions
    line start: 21290
    line end: 21292
rules text: Medium Fiend, Chaotic Evil AC 15 Initiative +1 (11) HP 27 (6d8) Speed 30 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages Gnoll CR 1/2 (XP 100; PB +2) Actions Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage. Bonus Actions Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  source text: Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5
attacks:
  name: Bone Bow
  attack type: Ranged
  damage components:
    average damage: 6
    damage type: Piercing
    damage roll:
      expression: 1d10+1
      count: 1
      sides: 10
      modifier: 1
  source text: Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 3
  range feet:
    normal: 150
    long: 600

goat
type: Monster
name: Goat
slug: goat
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.54
  heading: Goat
  line start: 28127
  line end: 28148
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 10
initiative: +0 (10)
hit points: 4 (1d8)
speed: 40 ft., Climb 30 ft.
skills: Perception +2
senses: Darkvision 60 ft.; Passive Perception 12
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 10
hit points value: 4
hit points roll:
  expression: 1d8
  count: 1
  sides: 8
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 8
    modifier: -1
    saving throw: -1
  dex:
    score: 10
    modifier: 0
    saving throw: 0
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 7
    modifier: -2
    saving throw: -2
  cha:
    score: 3
    modifier: -4
    saving throw: -4
stat sections:
  name: Actions
  rules text: Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit.
  source locator:
    chapter: Animals
    section: 13.54
    heading: Actions
    line start: 28146
    line end: 28148
rules text: Medium Beast, Unaligned AC 10 Initiative +0 (10) HP 4 (1d8) Speed 40 ft., Climb 30 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 0 (XP 10; PB +2) Actions Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit.
attacks:
  name: Ram
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Bludgeoning
  damage components:
    average damage: 2
    damage type: Bludgeoning
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 2
  reach feet: 5

goblin-boss
type: Monster
name: Goblin Boss
slug: goblin-boss
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.108
  heading: Goblin Boss
  line start: 21355
  line end: 21390
size type alignment: Small Fey (Goblinoid), Chaotic Neutral
size and type: Small Fey (Goblinoid)
alignment: Chaotic Neutral
armor class: 17
initiative: +2 (12)
hit points: 21 (6d6)
speed: 30 ft.
skills: Stealth +6
senses: Darkvision 60 ft.; Passive Perception 9
languages: Common, Goblin
gear: Chain Shirt, Scimitar, Shield, Shortbow
challenge: 1 (XP 200; PB +2)
armor class value: 17
hit points value: 21
hit points roll:
  expression: 6d6
  count: 6
  sides: 6
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 8
    modifier: -1
    saving throw: -1
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Actions
  rules text: Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.
  source locator:
    chapter: Monsters A-Z
    section: 12.108
    heading: Actions
    line start: 21375
    line end: 21382
stat sections:
  name: Bonus Actions
  rules text: Nimble Escape. The goblin takes the Disengage or Hide action.
  source locator:
    chapter: Monsters A-Z
    section: 12.108
    heading: Bonus Actions
    line start: 21384
    line end: 21386
stat sections:
  name: Reactions
  rules text: Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.
  source locator:
    chapter: Monsters A-Z
    section: 12.108
    heading: Reactions
    line start: 21388
    line end: 21390
rules text: Small Fey (Goblinoid), Chaotic Neutral AC 17 Initiative +2 (12) HP 21 (6d6) Speed 30 ft. Skills Stealth +6 Gear Chain Shirt, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1 (XP 200; PB +2) Actions Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action. Reactions Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.
attacks:
  name: Scimitar
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Slashing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  damage components:
    average damage: 2
    damage type: Slashing
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 5
attacks:
  name: Shortbow
  attack type: Ranged
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  damage components:
    average damage: 2
    damage type: Piercing
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 4
  range feet:
    normal: 80
    long: 320

goblin-minion
type: Monster
name: Goblin Minion
slug: goblin-minion
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.106
  heading: Goblin Minion
  line start: 21296
  line end: 21322
size type alignment: Small Fey (Goblinoid), Chaotic Neutral
size and type: Small Fey (Goblinoid)
alignment: Chaotic Neutral
armor class: 12
initiative: +2 (12)
hit points: 7 (2d6)
speed: 30 ft.
skills: Stealth +6
senses: Darkvision 60 ft.; Passive Perception 9
languages: Common, Goblin
gear: Daggers (3)
challenge: 1/8 (XP 25; PB +2)
armor class value: 12
hit points value: 7
hit points roll:
  expression: 2d6
  count: 2
  sides: 6
challenge rating: 1/8
experience points: 25
proficiency bonus: 2
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 8
    modifier: -1
    saving throw: -1
  cha:
    score: 10
    modifier: 0
    saving throw: 0
stat sections:
  name: Actions
  rules text: Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.106
    heading: Actions
    line start: 21316
    line end: 21318
stat sections:
  name: Bonus Actions
  rules text: Nimble Escape. The goblin takes the Disengage or Hide action.
  source locator:
    chapter: Monsters A-Z
    section: 12.106
    heading: Bonus Actions
    line start: 21320
    line end: 21322
rules text: Small Fey (Goblinoid), Chaotic Neutral AC 12 Initiative +2 (12) HP 7 (2d6) Speed 30 ft. Skills Stealth +6 Gear Daggers (3) Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1/8 (XP 25; PB +2) Actions Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action.
attacks:
  name: Dagger
  attack type: Melee or Ranged
  damage components:
    average damage: 4
    damage type: Piercing
    damage roll:
      expression: 1d4+2
      count: 1
      sides: 4
      modifier: 2
  source text: Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5
  range feet:
    normal: 20
    long: 60

goblin-warrior
type: Monster
name: Goblin Warrior
slug: goblin-warrior
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.107
  heading: Goblin Warrior
  line start: 21324
  line end: 21353
size type alignment: Small Fey (Goblinoid), Chaotic Neutral
size and type: Small Fey (Goblinoid)
alignment: Chaotic Neutral
armor class: 15
initiative: +2 (12)
hit points: 10 (3d6)
speed: 30 ft.
skills: Stealth +6
senses: Darkvision 60 ft.; Passive Perception 9
languages: Common, Goblin
gear: Leather Armor, Scimitar, Shield, Shortbow
challenge: 1/4 (XP 50; PB +2)
armor class value: 15
hit points value: 10
hit points roll:
  expression: 3d6
  count: 3
  sides: 6
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 8
    modifier: -1
    saving throw: -1
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 8
    modifier: -1
    saving throw: -1
  cha:
    score: 8
    modifier: -1
    saving throw: -1
stat sections:
  name: Actions
  rules text: Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.
  source locator:
    chapter: Monsters A-Z
    section: 12.107
    heading: Actions
    line start: 21344
    line end: 21349
stat sections:
  name: Bonus Actions
  rules text: Nimble Escape. The goblin takes the Disengage or Hide action.
  source locator:
    chapter: Monsters A-Z
    section: 12.107
    heading: Bonus Actions
    line start: 21351
    line end: 21353
rules text: Small Fey (Goblinoid), Chaotic Neutral AC 15 Initiative +2 (12) HP 10 (3d6) Speed 30 ft. Skills Stealth +6 Gear Leather Armor, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1/4 (XP 50; PB +2) Actions Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action.
attacks:
  name: Scimitar
  attack type: Melee
  damage components:
    average damage: 5
    damage type: Slashing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  damage components:
    average damage: 2
    damage type: Slashing
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5
attacks:
  name: Shortbow
  attack type: Ranged
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d6+2
      count: 1
      sides: 6
      modifier: 2
  damage components:
    average damage: 2
    damage type: Piercing
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  range feet:
    normal: 80
    long: 320

gold-dragon-wyrmling
type: Monster
name: Gold Dragon Wyrmling
slug: gold-dragon-wyrmling
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.110
  heading: Gold Dragon Wyrmling
  line start: 21394
  line end: 21426
size type alignment: Medium Dragon (Metallic), Lawful Good
size and type: Medium Dragon (Metallic)
alignment: Lawful Good
armor class: 17
initiative: +4 (14)
hit points: 60 (8d8 + 24)
speed: 30 ft., Fly 60 ft., Swim 30 ft.
skills: Perception +4, Stealth +4
immunities: Fire
senses: Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
languages: Draconic
challenge: 3 (XP 700; PB +2)
armor class value: 17
hit points value: 60
hit points roll:
  expression: 8d8+24
  count: 8
  sides: 8
  modifier: 24
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 4
  dex:
    score: 14
    modifier: 2
    saving throw: 4
  con:
    score: 17
    modifier: 3
    saving throw: 3
  int:
    score: 14
    modifier: 2
    saving throw: 2
  wis:
    score: 11
    modifier: 0
    saving throw: 2
  cha:
    score: 16
    modifier: 3
    saving throw: 3
stat sections:
  name: Traits
  rules text: Amphibious. The dragon can breathe air and water.
  source locator:
    chapter: Monsters A-Z
    section: 12.110
    heading: Traits
    line start: 21414
    line end: 21416
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.110
    heading: Actions
    line start: 21418
    line end: 21426
rules text: Medium Dragon (Metallic), Lawful Good AC 17 Initiative +4 (14) HP 60 (8d8 + 24) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +4 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 3 (XP 700; PB +2) Traits Amphibious. The dragon can breathe air and water. Actions Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It 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.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 9
    damage type: Slashing
    damage roll:
      expression: 1d10+4
      count: 1
      sides: 10
      modifier: 4
  source text: Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 5

gorgon
type: Monster
name: Gorgon
slug: gorgon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.114
  heading: Gorgon
  line start: 21568
  line end: 21598
size type alignment: Large Construct, Unaligned
size and type: Large Construct
alignment: Unaligned
armor class: 19
initiative: +0 (10)
hit points: 114 (12d10 + 48)
speed: 40 ft.
skills: Perception +7
immunities: Exhaustion, Petrified
senses: Darkvision 60 ft.; Passive Perception 17
languages: None
challenge: 5 (XP 1,800; PB +3)
armor class value: 19
hit points value: 114
hit points roll:
  expression: 12d10+48
  count: 12
  sides: 10
  modifier: 48
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 20
    modifier: 5
    saving throw: 5
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 18
    modifier: 4
    saving throw: 4
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition. Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.114
    heading: Actions
    line start: 21590
    line end: 21594
stat sections:
  name: Bonus Actions
  rules text: Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 16 (2d10 + 5) Bludgeoning damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.114
    heading: Bonus Actions
    line start: 21596
    line end: 21598
rules text: Large Construct, Unaligned AC 19 Initiative +0 (10) HP 114 (12d10 + 48) Speed 40 ft. Skills Perception +7 Immunities Exhaustion, Petrified Senses Darkvision 60 ft.; Passive Perception 17 Languages None CR 5 (XP 1,800; PB +3) Actions Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition. Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. 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. Bonus Actions Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 16 (2d10 + 5) Bludgeoning damage. Success: Half damage.
condition immunities: exhaustion
condition immunities: petrified
attacks:
  name: Gore
  attack type: Melee
  damage components:
    average damage: 18
    damage type: Piercing
    damage roll:
      expression: 2d12+5
      count: 2
      sides: 12
      modifier: 5
  source text: Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 8
  reach feet: 5

gray-ooze
type: Monster
name: Gray Ooze
slug: gray-ooze
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.115
  heading: Gray Ooze
  line start: 21600
  line end: 21633
size type alignment: Medium Ooze, Unaligned
size and type: Medium Ooze
alignment: Unaligned
armor class: 9
initiative: -2 (13)
hit points: 22 (3d8 + 9)
speed: 10 ft., Climb 10 ft.
skills: Stealth +2
resistances: Acid, Cold, Fire
immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained
senses: Blindsight 60 ft.; Passive Perception 8
languages: None
challenge: 1/2 (XP 100; PB +2)
armor class value: 9
hit points value: 22
hit points roll:
  expression: 3d8+9
  count: 3
  sides: 8
  modifier: 9
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 12
    modifier: 1
    saving throw: 1
  dex:
    score: 6
    modifier: -2
    saving throw: -2
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 1
    modifier: -5
    saving throw: -5
  wis:
    score: 6
    modifier: -2
    saving throw: -2
  cha:
    score: 2
    modifier: -4
    saving throw: -4
stat sections:
  name: Traits
  rules text: Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the ooze 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. The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.
  source locator:
    chapter: Monsters A-Z
    section: 12.115
    heading: Traits
    line start: 21623
    line end: 21629
stat sections:
  name: Actions
  rules text: Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.115
    heading: Actions
    line start: 21631
    line end: 21633
rules text: Medium Ooze, Unaligned AC 9 Initiative -2 (13) HP 22 (3d8 + 9) Speed 10 ft., Climb 10 ft. Skills Stealth +2 Resistances Acid, Cold, Fire Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 1/2 (XP 100; PB +2) Traits Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the ooze 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. The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round. Actions Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) 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.
condition immunities: blinded
condition immunities: charmed
condition immunities: deafened
condition immunities: exhaustion
condition immunities: frightened
condition immunities: grappled
condition immunities: prone
condition immunities: restrained
attacks:
  name: Pseudopod
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Acid
    damage roll:
      expression: 2d8+1
      count: 2
      sides: 8
      modifier: 1
  source text: Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) 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.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5

green-dragon-wyrmling
type: Monster
name: Green Dragon Wyrmling
slug: green-dragon-wyrmling
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.117
  heading: Green Dragon Wyrmling
  line start: 21637
  line end: 21667
size type alignment: Medium Dragon (Chromatic), Lawful Evil
size and type: Medium Dragon (Chromatic)
alignment: Lawful Evil
armor class: 17
initiative: +3 (13)
hit points: 38 (7d8 + 7)
speed: 30 ft., Fly 60 ft., Swim 30 ft.
skills: Perception +4, Stealth +3
immunities: Poison; Poisoned
senses: Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
languages: Draconic
challenge: 2 (XP 450; PB +2)
armor class value: 17
hit points value: 38
hit points roll:
  expression: 7d8+7
  count: 7
  sides: 8
  modifier: 7
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 12
    modifier: 1
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 14
    modifier: 2
    saving throw: 2
  wis:
    score: 11
    modifier: 0
    saving throw: 2
  cha:
    score: 13
    modifier: 1
    saving throw: 1
stat sections:
  name: Traits
  rules text: Amphibious. The dragon can breathe air and water.
  source locator:
    chapter: Monsters A-Z
    section: 12.117
    heading: Traits
    line start: 21657
    line end: 21659
stat sections:
  name: Actions
  rules text: Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.117
    heading: Actions
    line start: 21661
    line end: 21667
rules text: Medium Dragon (Chromatic), Lawful Evil AC 17 Initiative +3 (13) HP 38 (7d8 + 7) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +3 Immunities Poison; Poisoned Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) 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: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage.
condition immunities: poisoned
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Slashing
    damage roll:
      expression: 1d10+2
      count: 1
      sides: 10
      modifier: 2
  damage components:
    average damage: 3
    damage type: Poison
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

green-hag
type: Monster
name: Green Hag
slug: green-hag
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.121
  heading: Green Hag
  line start: 21801
  line end: 21840
size type alignment: Medium Fey, Neutral Evil
size and type: Medium Fey
alignment: Neutral Evil
armor class: 17 Initiative +1 (11)
hit points: 82 (11d8 + 33)
speed: 30 ft., Swim 30 ft.
skills: Arcana +5, Deception +4, Perception +4, Stealth +3
senses: Darkvision 60 ft.; Passive Perception 14
languages: Common, Elvish, Sylvan
challenge: 3 (XP 700; PB +2)
armor class value: 17
hit points value: 82
hit points roll:
  expression: 11d8+33
  count: 11
  sides: 8
  modifier: 33
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 18
    modifier: 4
    saving throw: 4
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 13
    modifier: 1
    saving throw: 1
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 14
    modifier: 2
    saving throw: 2
stat sections:
  name: Traits
  rules text: Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.
  source locator:
    chapter: Monsters A-Z
    section: 12.121
    heading: Traits
    line start: 21822
    line end: 21828
stat sections:
  name: Actions
  rules text: Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
  source locator:
    chapter: Monsters A-Z
    section: 12.121
    heading: Actions
    line start: 21830
    line end: 21840
rules text: Medium Fey, Neutral Evil AC 17 Initiative +1 (11) HP 82 (11d8 + 33) Speed 30 ft., Swim 30 ft. Skills Arcana +5, Deception +4, Perception +4, Stealth +3 Senses Darkvision 60 ft.; Passive Perception 14 Languages Common, Elvish, Sylvan CR 3 (XP 700; PB +2) Traits Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check. Actions Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 8
    damage type: Slashing
    damage roll:
      expression: 1d8+4
      count: 1
      sides: 8
      modifier: 4
  damage components:
    average damage: 3
    damage type: Poison
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 5

grick
type: Monster
name: Grick
slug: grick
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.122
  heading: Grick
  line start: 21842
  line end: 21869
size type alignment: Medium Aberration, Unaligned
size and type: Medium Aberration
alignment: Unaligned
armor class: 14 Initiative +2 (12)
hit points: 54 (12d8)
speed: 30 ft., Climb 30 ft.
skills: Stealth +4
senses: Darkvision 60 ft.; Passive Perception 12
languages: None
challenge: 2 (XP 450; PB +2)
armor class value: 14
hit points value: 54
hit points roll:
  expression: 12d8
  count: 12
  sides: 8
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 14
    modifier: 2
    saving throw: 2
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 14
    modifier: 2
    saving throw: 2
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Multiattack. The grick makes one Beak attack and one Tentacles attack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage. Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles.
  source locator:
    chapter: Monsters A-Z
    section: 12.122
    heading: Actions
    line start: 21863
    line end: 21869
rules text: Medium Aberration, Unaligned AC 14 Initiative +2 (12) HP 54 (12d8) Speed 30 ft., Climb 30 ft. Skills Stealth +4 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Actions Multiattack. The grick makes one Beak attack and one Tentacles attack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage. Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles.
attacks:
  name: Beak
  attack type: Melee
  damage components:
    average damage: 9
    damage type: Piercing
    damage roll:
      expression: 2d6+2
      count: 2
      sides: 6
      modifier: 2
  source text: Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 5
attacks:
  name: Tentacles
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Slashing
    damage roll:
      expression: 1d10+2
      count: 1
      sides: 10
      modifier: 2
  source text: Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

griffon
type: Monster
name: Griffon
slug: griffon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.123
  heading: Griffon
  line start: 21871
  line end: 21896
size type alignment: Large Monstrosity, Unaligned
size and type: Large Monstrosity
alignment: Unaligned
armor class: 12 Initiative +2 (12)
hit points: 59 (7d10 + 21)
speed: 30 ft., Fly 80 ft.
skills: Perception +5
senses: Darkvision 60 ft.; Passive Perception 15
languages: None
challenge: 2 (XP 450; PB +2)
armor class value: 12
hit points value: 59
hit points roll:
  expression: 7d10+21
  count: 7
  sides: 10
  modifier: 21
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 18
    modifier: 4
    saving throw: 4
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 13
    modifier: 1
    saving throw: 1
  cha:
    score: 8
    modifier: -1
    saving throw: -1
stat sections:
  name: Actions
  rules text: Multiattack. The griffon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws.
  source locator:
    chapter: Monsters A-Z
    section: 12.123
    heading: Actions
    line start: 21892
    line end: 21896
rules text: Large Monstrosity, Unaligned AC 12 Initiative +2 (12) HP 59 (7d10 + 21) Speed 30 ft., Fly 80 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actions Multiattack. The griffon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 8
    damage type: Piercing
    damage roll:
      expression: 1d8+4
      count: 1
      sides: 8
      modifier: 4
  source text: Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 5

grimlock
type: Monster
name: Grimlock
slug: grimlock
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.124
  heading: Grimlock
  line start: 21898
  line end: 21921
size type alignment: Medium Aberration, Neutral Evil
size and type: Medium Aberration
alignment: Neutral Evil
armor class: 11
initiative: +1 (11)
hit points: 11 (2d8 + 2)
speed: 30 ft., Climb 30 ft.
skills: Athletics +5, Perception +3, Stealth +5
senses: Blindsight 30 ft.; Passive Perception 13
languages: None
challenge: 1/4 (XP 50; PB +2)
armor class value: 11
hit points value: 11
hit points roll:
  expression: 2d8+2
  count: 2
  sides: 8
  modifier: 2
challenge rating: 1/4
experience points: 50
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 9
    modifier: -1
    saving throw: -1
  wis:
    score: 8
    modifier: -1
    saving throw: -1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.124
    heading: Actions
    line start: 21919
    line end: 21921
rules text: Medium Aberration, Neutral Evil AC 11 Initiative +1 (11) HP 11 (2d8 + 2) Speed 30 ft., Climb 30 ft. Skills Athletics +5, Perception +3, Stealth +5 Senses Blindsight 30 ft.; Passive Perception 13 Languages None CR 1/4 (XP 50; PB +2) Actions Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage.
attacks:
  name: Bone Cudgel
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Bludgeoning
    damage roll:
      expression: 1d6+3
      count: 1
      sides: 6
      modifier: 3
  damage components:
    average damage: 2
    damage type: Psychic
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

guard
type: Monster
name: Guard
slug: guard
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.127
  heading: Guard
  line start: 21965
  line end: 21987
size type alignment: Medium or Small Humanoid, Neutral
size and type: Medium or Small Humanoid
alignment: Neutral
armor class: 16
initiative: +1 (11)
hit points: 11 (2d8 + 2)
speed: 30 ft.
skills: Perception +2
senses: Passive Perception 12
languages: Common
gear: Chain Shirt, Shield, Spear
challenge: 1/8 (XP 25; PB +2)
armor class value: 16
hit points value: 11
hit points roll:
  expression: 2d8+2
  count: 2
  sides: 8
  modifier: 2
challenge rating: 1/8
experience points: 25
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 9
    modifier: -1
    saving throw: -1
  wis:
    score: 8
    modifier: -1
    saving throw: -1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.127
    heading: Actions
    line start: 21985
    line end: 21987
rules text: Medium or Small Humanoid, Neutral AC 16 Initiative +1 (11) HP 11 (2d8 + 2) Speed 30 ft. Skills Perception +2 Gear Chain Shirt, Shield, Spear Senses Passive Perception 12 Languages Common CR 1/8 (XP 25; PB +2) Actions Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.
attacks:
  name: Spear
  attack type: Melee or Ranged
  damage components:
    average damage: 4
    damage type: Piercing
    damage roll:
      expression: 1d6+1
      count: 1
      sides: 6
      modifier: 1
  source text: Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5
  range feet:
    normal: 20
    long: 60

guard-captain
type: Monster
name: Guard Captain
slug: guard-captain
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.128
  heading: Guard Captain
  line start: 21989
  line end: 22015
size type alignment: Medium or Small Humanoid, Neutral
size and type: Medium or Small Humanoid
alignment: Neutral
armor class: 18
initiative: +4 (14)
hit points: 75 (10d8 + 30)
speed: 30 ft.
skills: Athletics +6, Perception +4
senses: Passive Perception 14
languages: Common
gear: Breastplate, Javelins (6), Longsword, Shield
challenge: 4 (XP 1,100; PB +2)
armor class value: 18
hit points value: 75
hit points roll:
  expression: 10d8+30
  count: 10
  sides: 8
  modifier: 30
challenge rating: 4
experience points: 1100
proficiency bonus: 2
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 4
  dex:
    score: 18
    modifier: 4
    saving throw: 8
  con:
    score: 16
    modifier: 3
    saving throw: 7
  int:
    score: 16
    modifier: 3
    saving throw: 7
  wis:
    score: 19
    modifier: 4
    saving throw: 8
  cha:
    score: 18
    modifier: 4
    saving throw: 8
stat sections:
  name: Actions
  rules text: Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.128
    heading: Actions
    line start: 22009
    line end: 22015
rules text: Medium or Small Humanoid, Neutral AC 18 Initiative +4 (14) HP 75 (10d8 + 30) Speed 30 ft. Skills Athletics +6, Perception +4 Gear Breastplate, Javelins (6), Longsword, Shield Senses Passive Perception 14 Languages Common CR 4 (XP 1,100; PB +2) Actions Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.
attacks:
  name: Javelin
  attack type: Melee or Ranged
  damage components:
    average damage: 14
    damage type: Piercing
    damage roll:
      expression: 3d6+4
      count: 3
      sides: 6
      modifier: 4
  source text: Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 6
  reach feet: 5
  range feet:
    normal: 30
    long: 120
attacks:
  name: Longsword
  attack type: Melee
  damage components:
    average damage: 15
    damage type: Slashing
    damage roll:
      expression: 2d10+4
      count: 2
      sides: 10
      modifier: 4
  source text: Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 6
  reach feet: 5

guardian-naga
type: Monster
name: Guardian Naga
slug: guardian-naga
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.125
  heading: Guardian Naga
  line start: 21923
  line end: 21961
size type alignment: Large Celestial, Lawful Good
size and type: Large Celestial
alignment: Lawful Good
armor class: 18
initiative: +4 (14)
hit points: 136 (16d10 + 48)
speed: 40 ft., Climb 40 ft., Swim 40 ft.
skills: Arcana +11, History +11, Religion +11
immunities: Poison; Charmed, Paralyzed, Poisoned, Restrained
senses: Darkvision 60 ft.; Passive Perception 14
languages: Celestial, Common
challenge: 10 (XP 5,900; PB +4)
armor class value: 18
hit points value: 136
hit points roll:
  expression: 16d10+48
  count: 16
  sides: 10
  modifier: 48
challenge rating: 10
experience points: 5900
proficiency bonus: 4
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 4
  dex:
    score: 18
    modifier: 4
    saving throw: 8
  con:
    score: 16
    modifier: 3
    saving throw: 7
  int:
    score: 16
    modifier: 3
    saving throw: 7
  wis:
    score: 19
    modifier: 4
    saving throw: 8
  cha:
    score: 18
    modifier: 4
    saving throw: 8
stat sections:
  name: Traits
  rules text: Celestial Restoration. If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains.
  source locator:
    chapter: Monsters A-Z
    section: 12.125
    heading: Traits
    line start: 21945
    line end: 21947
stat sections:
  name: Actions
  rules text: Multiattack. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage. Poisonous Spittle. Constitution Saving Throw: DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the target has the Blinded condition until the start of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing
  source locator:
    chapter: Monsters A-Z
    section: 12.125
    heading: Actions
    line start: 21949
    line end: 21961
rules text: Large Celestial, Lawful Good AC 18 Initiative +4 (14) HP 136 (16d10 + 48) Speed 40 ft., Climb 40 ft., Swim 40 ft. Skills Arcana +11, History +11, Religion +11 Immunities Poison; Charmed, Paralyzed, Poisoned, Restrained Senses Darkvision 60 ft.; Passive Perception 14 Languages Celestial, Common CR 10 (XP 5,900; PB +4) Traits Celestial Restoration. If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains. Actions Multiattack. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage. Poisonous Spittle. Constitution Saving Throw: DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the target has the Blinded condition until the start of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing
condition immunities: charmed
condition immunities: paralyzed
condition immunities: poisoned
condition immunities: restrained
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 17
    damage type: Piercing
    damage roll:
      expression: 2d12+4
      count: 2
      sides: 12
      modifier: 4
  damage components:
    average damage: 22
    damage type: Poison
    damage roll:
      expression: 4d10
      count: 4
      sides: 10
  source text: Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 8
  reach feet: 10

half-dragon
type: Monster
name: Half-Dragon
slug: half-dragon
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.129
  heading: Half-Dragon
  line start: 22017
  line end: 22053
size type alignment: Medium Dragon, Neutral
size and type: Medium Dragon
alignment: Neutral
armor class: 18
initiative: +5 (15)
hit points: 105 (14d8 + 42)
speed: 40 ft.
skills: Athletics +7, Perception +5, Stealth +5
resistances: Damage type chosen for the Draconic Origin trait below
senses: Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15
languages: Common, Draconic
challenge: 5 (XP 1,800; PB +3)
armor class value: 18
hit points value: 105
hit points roll:
  expression: 14d8+42
  count: 14
  sides: 8
  modifier: 42
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 4
  dex:
    score: 14
    modifier: 2
    saving throw: 5
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 15
    modifier: 2
    saving throw: 5
  cha:
    score: 14
    modifier: 2
    saving throw: 2
stat sections:
  name: Traits
  rules text: Draconic Origin. The half-dragon is related to a type of dragon associated with one of the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block.
  source locator:
    chapter: Monsters A-Z
    section: 12.129
    heading: Traits
    line start: 22039
    line end: 22041
stat sections:
  name: Actions
  rules text: Multiattack. The half-dragon makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait. Dragon's Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.129
    heading: Actions
    line start: 22043
    line end: 22049
stat sections:
  name: Bonus Actions
  rules text: Leap. The half-dragon jumps up to 30 feet by spending 10 feet of movement.
  source locator:
    chapter: Monsters A-Z
    section: 12.129
    heading: Bonus Actions
    line start: 22051
    line end: 22053
rules text: Medium Dragon, Neutral AC 18 Initiative +5 (15) HP 105 (14d8 + 42) Speed 40 ft. Skills Athletics +7, Perception +5, Stealth +5 Resistances Damage type chosen for the Draconic Origin trait below Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15 Languages Common, Draconic CR 5 (XP 1,800; PB +3) Traits Draconic Origin. The half-dragon is related to a type of dragon associated with one of the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block. Actions Multiattack. The half-dragon makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait. Dragon's Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half damage. Bonus Actions Leap. The half-dragon jumps up to 30 feet by spending 10 feet of movement.
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Slashing
    damage roll:
      expression: 1d4+4
      count: 1
      sides: 4
      modifier: 4
  source text: Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 10

harpy
type: Monster
name: Harpy
slug: harpy
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.130
  heading: Harpy
  line start: 22055
  line end: 22079
size type alignment: Medium Monstrosity, Chaotic Evil
size and type: Medium Monstrosity
alignment: Chaotic Evil
armor class: 11
initiative: +1 (11)
hit points: 38 (7d8 + 7)
speed: 20 ft., Fly 40 ft.
senses: Passive Perception 10
languages: Common
challenge: 1 (XP 200; PB +2)
armor class value: 11
hit points value: 38
hit points roll:
  expression: 7d8+7
  count: 7
  sides: 8
  modifier: 7
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 12
    modifier: 1
    saving throw: 1
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 7
    modifier: -2
    saving throw: -2
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 13
    modifier: 1
    saving throw: 1
stat sections:
  name: Actions
  rules text: Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. Success: The target is immune to this harpy's Luring Song for 24 hours.
  source locator:
    chapter: Monsters A-Z
    section: 12.130
    heading: Actions
    line start: 22075
    line end: 22079
rules text: Medium Monstrosity, Chaotic Evil AC 11 Initiative +1 (11) HP 38 (7d8 + 7) Speed 20 ft., Fly 40 ft. Senses Passive Perception 10 Languages Common CR 1 (XP 200; PB +2) Actions Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. Success: The target is immune to this harpy's Luring Song for 24 hours.
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Slashing
    damage roll:
      expression: 2d4+1
      count: 2
      sides: 4
      modifier: 1
  source text: Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5

hawk
type: Monster
name: Hawk
slug: hawk
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.55
  heading: Hawk
  line start: 28150
  line end: 28171
size type alignment: Tiny Beast, Unaligned
size and type: Tiny Beast
alignment: Unaligned
armor class: 13
initiative: +3 (13)
hit points: 1 (1d4 - 1)
speed: 10 ft., Fly 60 ft.
skills: Perception +6
senses: Passive Perception 16
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 13
hit points value: 1
hit points roll:
  expression: 1d4-1
  count: 1
  sides: 4
  modifier: -1
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 10
    modifier: 0
    saving throw: 0
  dex:
    score: 11
    modifier: 0
    saving throw: 0
  con:
    score: 16
    modifier: 3
    saving throw: 3
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 5
    modifier: -3
    saving throw: -3
stat sections:
  name: Actions
  rules text: Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.
  source locator:
    chapter: Animals
    section: 13.55
    heading: Actions
    line start: 28169
    line end: 28171
rules text: Tiny Beast, Unaligned AC 13 Initiative +3 (13) HP 1 (1d4 - 1) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 0 (XP 10; PB +2) Actions Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.
attacks:
  name: Talons
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Slashing
  source text: Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

hell-hound
type: Monster
name: Hell Hound
slug: hell-hound
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.131
  heading: Hell Hound
  line start: 22081
  line end: 22113
size type alignment: Medium Fiend, Lawful Evil
size and type: Medium Fiend
alignment: Lawful Evil
armor class: 15
initiative: +1 (11)
hit points: 58 (9d8 + 18)
speed: 50 ft.
skills: Perception +5
immunities: Fire
senses: Darkvision 60 ft.; Passive Perception 15
languages: Understands Infernal but can't speak
challenge: 3 (XP 700; PB +2)
armor class value: 15
hit points value: 58
hit points roll:
  expression: 9d8+18
  count: 9
  sides: 8
  modifier: 18
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 6
    modifier: -2
    saving throw: -2
  wis:
    score: 13
    modifier: 1
    saving throw: 1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
  source locator:
    chapter: Monsters A-Z
    section: 12.131
    heading: Traits
    line start: 22103
    line end: 22105
stat sections:
  name: Actions
  rules text: Multiattack. The hound makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.131
    heading: Actions
    line start: 22107
    line end: 22113
rules text: Medium Fiend, Lawful Evil AC 15 Initiative +1 (11) HP 58 (9d8 + 18) Speed 50 ft. Skills Perception +5 Immunities Fire Senses Darkvision 60 ft.; Passive Perception 15 Languages Understands Infernal but can't speak CR 3 (XP 700; PB +2) Traits Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Actions Multiattack. The hound makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Piercing
    damage roll:
      expression: 1d8+3
      count: 1
      sides: 8
      modifier: 3
  damage components:
    average damage: 3
    damage type: Fire
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

hezrou
type: Monster
name: Hezrou
slug: hezrou
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.132
  heading: Hezrou
  line start: 22115
  line end: 22153
size type alignment: Large Fiend (Demon), Chaotic Evil
size and type: Large Fiend (Demon)
alignment: Chaotic Evil
armor class: 18
initiative: +6 (16)
hit points: 157 (15d10 + 75)
speed: 30 ft.
resistances: Cold, Fire, Lightning
immunities: Poison; Poisoned
senses: Darkvision 120 ft.; Passive Perception 11
languages: Abyssal; telepathy 120 ft.
challenge: 8 (XP 3,900; PB +3)
armor class value: 18
hit points value: 157
hit points roll:
  expression: 15d10+75
  count: 15
  sides: 10
  modifier: 75
challenge rating: 8
experience points: 3900
proficiency bonus: 3
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 7
  dex:
    score: 17
    modifier: 3
    saving throw: 3
  con:
    score: 20
    modifier: 5
    saving throw: 8
  int:
    score: 5
    modifier: -3
    saving throw: -3
  wis:
    score: 12
    modifier: 1
    saving throw: 4
  cha:
    score: 13
    modifier: 1
    saving throw: 1
stat sections:
  name: Traits
  rules text: Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn.
  source locator:
    chapter: Monsters A-Z
    section: 12.132
    heading: Traits
    line start: 22137
    line end: 22143
stat sections:
  name: Actions
  rules text: Multiattack. The hezrou makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.132
    heading: Actions
    line start: 22145
    line end: 22149
stat sections:
  name: Bonus Actions
  rules text: Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement.
  source locator:
    chapter: Monsters A-Z
    section: 12.132
    heading: Bonus Actions
    line start: 22151
    line end: 22153
rules text: Large Fiend (Demon), Chaotic Evil AC 18 Initiative +6 (16) HP 157 (15d10 + 75) Speed 30 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft. CR 8 (XP 3,900; PB +3) Traits Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn. Actions Multiattack. The hezrou makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage. Bonus Actions Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement.
condition immunities: poisoned
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Slashing
    damage roll:
      expression: 1d4+4
      count: 1
      sides: 4
      modifier: 4
  damage components:
    average damage: 9
    damage type: Poison
    damage roll:
      expression: 2d8
      count: 2
      sides: 8
  source text: Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 5

hill-giant
type: Monster
name: Hill Giant
slug: hill-giant
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.133
  heading: Hill Giant
  line start: 22155
  line end: 22182
size type alignment: Huge Giant, Chaotic Evil
size and type: Huge Giant
alignment: Chaotic Evil
armor class: 13
initiative: +2 (12)
hit points: 105 (10d12 + 40)
speed: 40 ft.
skills: Perception +2
senses: Passive Perception 12
languages: Giant
challenge: 5 (XP 1,800; PB +3)
armor class value: 13
hit points value: 105
hit points roll:
  expression: 10d12+40
  count: 10
  sides: 12
  modifier: 40
challenge rating: 5
experience points: 1800
proficiency bonus: 3
abilities:
  str:
    score: 13
    modifier: 1
    saving throw: 1
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 9
    modifier: -1
    saving throw: -1
stat sections:
  name: Actions
  rules text: Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the end of its next turn.
  source locator:
    chapter: Monsters A-Z
    section: 12.133
    heading: Actions
    line start: 22176
    line end: 22182
rules text: Huge Giant, Chaotic Evil AC 13 Initiative +2 (12) HP 105 (10d12 + 40) Speed 40 ft. Skills Perception +2 Senses Passive Perception 12 Languages Giant CR 5 (XP 1,800; PB +3) Actions Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the end of its next turn.
attacks:
  name: Tree Club
  attack type: Melee
  damage components:
    average damage: 18
    damage type: Bludgeoning
    damage roll:
      expression: 3d8+5
      count: 3
      sides: 8
      modifier: 5
  source text: Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 8
  reach feet: 10
attacks:
  name: Trash Lob
  attack type: Ranged
  damage components:
    average damage: 16
    damage type: Bludgeoning
    damage roll:
      expression: 2d10+5
      count: 2
      sides: 10
      modifier: 5
  source text: Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the end of its next turn.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 8
  range feet:
    normal: 60
    long: 240

hippogriff
type: Monster
name: Hippogriff
slug: hippogriff
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.134
  heading: Hippogriff
  line start: 22184
  line end: 22213
size type alignment: Large Monstrosity, Unaligned
size and type: Large Monstrosity
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 26 (4d10 + 4)
speed: 40 ft., Fly 60 ft.
skills: Perception +5
senses: Passive Perception 15
languages: None
challenge: 1 (XP 200; PB +2)
armor class value: 11
hit points value: 26
hit points roll:
  expression: 4d10+4
  count: 4
  sides: 10
  modifier: 4
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 8
    modifier: -1
    saving throw: -1
stat sections:
  name: Traits
  rules text: Flyby. The hippogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
  source locator:
    chapter: Monsters A-Z
    section: 12.134
    heading: Traits
    line start: 22205
    line end: 22207
stat sections:
  name: Actions
  rules text: Multiattack. The hippogriff makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.134
    heading: Actions
    line start: 22209
    line end: 22213
rules text: Large Monstrosity, Unaligned AC 11 Initiative +1 (11) HP 26 (4d10 + 4) Speed 40 ft., Fly 60 ft. Skills Perception +5 Senses Passive Perception 15 Languages None CR 1 (XP 200; PB +2) Traits Flyby. The hippogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach. Actions Multiattack. The hippogriff makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.
attacks:
  name: Rend
  attack type: Melee
  damage components:
    average damage: 7
    damage type: Slashing
    damage roll:
      expression: 1d8+3
      count: 1
      sides: 8
      modifier: 3
  source text: Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

hippopotamus
type: Monster
name: Hippopotamus
slug: hippopotamus
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.56
  heading: Hippopotamus
  line start: 28173
  line end: 28200
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 14
initiative: -2 (8)
hit points: 82 (11d10 + 22)
speed: 30 ft., Swim 30 ft.
skills: Perception +3
senses: Passive Perception 13
languages: None
challenge: 4 (XP 1,100; PB +2)
armor class value: 14
hit points value: 82
hit points roll:
  expression: 11d10+22
  count: 11
  sides: 10
  modifier: 22
challenge rating: 4
experience points: 1100
proficiency bonus: 2
abilities:
  str:
    score: 12
    modifier: 1
    saving throw: 1
  dex:
    score: 16
    modifier: 3
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 4
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Hold Breath. The hippopotamus can hold its breath for 10 minutes.
  source locator:
    chapter: Animals
    section: 13.56
    heading: Traits
    line start: 28192
    line end: 28194
stat sections:
  name: Actions
  rules text: Multiattack. The hippopotamus makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.56
    heading: Actions
    line start: 28196
    line end: 28200
rules text: Large Beast, Unaligned AC 14 Initiative -2 (8) HP 82 (11d10 + 22) Speed 30 ft., Swim 30 ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 4 (XP 1,100; PB +2) Traits Hold Breath. The hippopotamus can hold its breath for 10 minutes. Actions Multiattack. The hippopotamus makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 16
    damage type: Piercing
    damage roll:
      expression: 2d10+5
      count: 2
      sides: 10
      modifier: 5
  source text: Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 5

hobgoblin-captain
type: Monster
name: Hobgoblin Captain
slug: hobgoblin-captain
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.137
  heading: Hobgoblin Captain
  line start: 22247
  line end: 22276
size type alignment: Medium Fey (Goblinoid), Lawful Evil
size and type: Medium Fey (Goblinoid)
alignment: Lawful Evil
armor class: 17
initiative: +4 (14)
hit points: 58 (9d8 + 18)
speed: 30 ft.
senses: Darkvision 60 ft.; Passive Perception 10
languages: Common, Goblin
gear: Greatsword, Half Plate Armor, Longbow
challenge: 3 (XP 700; PB +2)
armor class value: 17
hit points value: 58
hit points roll:
  expression: 9d8+18
  count: 9
  sides: 8
  modifier: 18
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 15
    modifier: 2
    saving throw: 2
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 12
    modifier: 1
    saving throw: 1
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 13
    modifier: 1
    saving throw: 1
stat sections:
  name: Traits
  rules text: Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition.
  source locator:
    chapter: Monsters A-Z
    section: 12.137
    heading: Traits
    line start: 22266
    line end: 22268
stat sections:
  name: Actions
  rules text: Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination. Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.137
    heading: Actions
    line start: 22270
    line end: 22276
rules text: Medium Fey (Goblinoid), Lawful Evil AC 17 Initiative +4 (14) HP 58 (9d8 + 18) Speed 30 ft. Gear Greatsword, Half Plate Armor, Longbow Senses Darkvision 60 ft.; Passive Perception 10 Languages Common, Goblin CR 3 (XP 700; PB +2) Traits Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition. Actions Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination. Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage.
attacks:
  name: Greatsword
  attack type: Melee
  damage components:
    average damage: 9
    damage type: Slashing
    damage roll:
      expression: 2d6+2
      count: 2
      sides: 6
      modifier: 2
  damage components:
    average damage: 3
    damage type: Poison
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 4
  reach feet: 5
attacks:
  name: Longbow
  attack type: Ranged
  damage components:
    average damage: 6
    damage type: Piercing
    damage roll:
      expression: 1d8+2
      count: 1
      sides: 8
      modifier: 2
  damage components:
    average damage: 5
    damage type: Poison
    damage roll:
      expression: 2d4
      count: 2
      sides: 4
  source text: Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 4
  range feet:
    normal: 150
    long: 600

hobgoblin-warrior
type: Monster
name: Hobgoblin Warrior
slug: hobgoblin-warrior
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.136
  heading: Hobgoblin Warrior
  line start: 22217
  line end: 22245
size type alignment: Medium Fey (Goblinoid), Lawful Evil
size and type: Medium Fey (Goblinoid)
alignment: Lawful Evil
armor class: 18
initiative: +3 (13)
hit points: 11 (2d8 + 2)
speed: 30 ft.
senses: Darkvision 60 ft.; Passive Perception 10
languages: Common, Goblin
gear: Half Plate Armor, Longbow, Longsword, Shield
challenge: 1/2 (XP 100; PB +2)
armor class value: 18
hit points value: 11
hit points roll:
  expression: 2d8+2
  count: 2
  sides: 8
  modifier: 2
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 13
    modifier: 1
    saving throw: 1
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 12
    modifier: 1
    saving throw: 1
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 9
    modifier: -1
    saving throw: -1
stat sections:
  name: Traits
  rules text: Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
  source locator:
    chapter: Monsters A-Z
    section: 12.136
    heading: Traits
    line start: 22236
    line end: 22238
stat sections:
  name: Actions
  rules text: Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage. Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.136
    heading: Actions
    line start: 22240
    line end: 22245
rules text: Medium Fey (Goblinoid), Lawful Evil AC 18 Initiative +3 (13) HP 11 (2d8 + 2) Speed 30 ft. Gear Half Plate Armor, Longbow, Longsword, Shield Senses Darkvision 60 ft.; Passive Perception 10 Languages Common, Goblin CR 1/2 (XP 100; PB +2) Traits Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Actions Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage. Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage.
attacks:
  name: Longsword
  attack type: Melee
  damage components:
    average damage: 12
    damage type: Slashing
    damage roll:
      expression: 2d10+1
      count: 2
      sides: 10
      modifier: 1
  source text: Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5
attacks:
  name: Longbow
  attack type: Ranged
  damage components:
    average damage: 5
    damage type: Piercing
    damage roll:
      expression: 1d8+1
      count: 1
      sides: 8
      modifier: 1
  damage components:
    average damage: 7
    damage type: Poison
    damage roll:
      expression: 3d4
      count: 3
      sides: 4
  source text: Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 3
  range feet:
    normal: 150
    long: 600

homunculus
type: Monster
name: Homunculus
slug: homunculus
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.138
  heading: Homunculus
  line start: 22278
  line end: 22305
size type alignment: Tiny Construct, Neutral
size and type: Tiny Construct
alignment: Neutral
armor class: 13
initiative: +2 (12)
hit points: 4 (1d4 + 2)
speed: 20 ft., Fly 40 ft.
immunities: Poison; Charmed, Poisoned
senses: Darkvision 60 ft.; Passive Perception 10
languages: Understands Common plus one other language but can't speak
challenge: 0 (XP 10; PB +2)
armor class value: 13
hit points value: 4
hit points roll:
  expression: 1d4+2
  count: 1
  sides: 4
  modifier: 2
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 4
    modifier: -3
    saving throw: -3
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 10
    modifier: 0
    saving throw: 2
  cha:
    score: 7
    modifier: -2
    saving throw: 0
stat sections:
  name: Traits
  rules text: Telepathic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other.
  source locator:
    chapter: Monsters A-Z
    section: 12.138
    heading: Traits
    line start: 22299
    line end: 22301
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end of the homunculus's next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the target has the Unconscious condition, which ends early if the target takes any damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.138
    heading: Actions
    line start: 22303
    line end: 22305
rules text: Tiny Construct, Neutral AC 13 Initiative +2 (12) HP 4 (1d4 + 2) Speed 20 ft., Fly 40 ft. Immunities Poison; Charmed, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Understands Common plus one other language but can't speak CR 0 (XP 10; PB +2) Traits Telepathic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end of the homunculus's next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the target has the Unconscious condition, which ends early if the target takes any damage.
condition immunities: charmed
condition immunities: poisoned
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Piercing
  source text: Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end of the homunculus's next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the target has the Unconscious condition, which ends early if the target takes any damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5

horned-devil
type: Monster
name: Horned Devil
slug: horned-devil
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.139
  heading: Horned Devil
  line start: 22307
  line end: 22343
size type alignment: Large Fiend (Devil), Lawful Evil
size and type: Large Fiend (Devil)
alignment: Lawful Evil
armor class: 18
initiative: +7 (17)
hit points: 199 (19d10 + 95)
speed: 30 ft., Fly 60 ft.
resistances: Cold
immunities: Fire, Poison; Poisoned
senses: Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 13
languages: Infernal; telepathy 120 ft.
challenge: 11 (XP 7,200; PB +4)
armor class value: 18
hit points value: 199
hit points roll:
  expression: 19d10+95
  count: 19
  sides: 10
  modifier: 95
challenge rating: 11
experience points: 7200
proficiency bonus: 4
abilities:
  str:
    score: 22
    modifier: 6
    saving throw: 10
  dex:
    score: 17
    modifier: 3
    saving throw: 7
  con:
    score: 21
    modifier: 5
    saving throw: 5
  int:
    score: 12
    modifier: 1
    saving throw: 1
  wis:
    score: 16
    modifier: 3
    saving throw: 7
  cha:
    score: 18
    modifier: 4
    saving throw: 8
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.139
    heading: Traits
    line start: 22329
    line end: 22333
stat sections:
  name: Actions
  rules text: Multiattack. The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn't have one. While wounded, the target loses 10 (3d6) 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 17 Wisdom (Medicine) check.
  source locator:
    chapter: Monsters A-Z
    section: 12.139
    heading: Actions
    line start: 22335
    line end: 22343
rules text: Large Fiend (Devil), Lawful Evil AC 18 Initiative +7 (17) HP 199 (19d10 + 95) Speed 30 ft., Fly 60 ft. Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 13 Languages Infernal; telepathy 120 ft. CR 11 (XP 7,200; PB +4) 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 three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn't have one. While wounded, the target loses 10 (3d6) 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 17 Wisdom (Medicine) check.
condition immunities: poisoned
attacks:
  name: Searing Fork
  attack type: Melee
  damage components:
    average damage: 15
    damage type: Piercing
    damage roll:
      expression: 2d8+6
      count: 2
      sides: 8
      modifier: 6
  damage components:
    average damage: 9
    damage type: Fire
    damage roll:
      expression: 2d8
      count: 2
      sides: 8
  source text: Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 10
  reach feet: 10
attacks:
  name: Hurl Flame
  attack type: Ranged
  damage components:
    average damage: 26
    damage type: Fire
    damage roll:
      expression: 5d8+4
      count: 5
      sides: 8
      modifier: 4
  source text: Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 8
  range feet:
    normal: 150

hunter-shark
type: Monster
name: Hunter Shark
slug: hunter-shark
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.57
  heading: Hunter Shark
  line start: 28202
  line end: 28227
size type alignment: Large Beast, Unaligned
size and type: Large Beast
alignment: Unaligned
armor class: 12
initiative: +2 (12)
hit points: 45 (6d10 + 12)
speed: 5 ft., Swim 40 ft.
skills: Perception +2
senses: Blindsight 60 ft.; Passive Perception 12
languages: None
challenge: 2 (XP 450; PB +2)
armor class value: 12
hit points value: 45
hit points roll:
  expression: 6d10+12
  count: 6
  sides: 10
  modifier: 12
challenge rating: 2
experience points: 450
proficiency bonus: 2
abilities:
  str:
    score: 8
    modifier: -1
    saving throw: -1
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Water Breathing. The shark can breathe only underwater.
  source locator:
    chapter: Animals
    section: 13.57
    heading: Traits
    line start: 28221
    line end: 28223
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.57
    heading: Actions
    line start: 28225
    line end: 28227
rules text: Large Beast, Unaligned AC 12 Initiative +2 (12) HP 45 (6d10 + 12) Speed 5 ft., Swim 40 ft. Skills Perception +2 Senses Blindsight 60 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Traits Water Breathing. The shark can breathe only underwater. Actions Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 14
    damage type: Piercing
    damage roll:
      expression: 3d6+4
      count: 3
      sides: 6
      modifier: 4
  source text: Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 6
  reach feet: 5

hydra
type: Monster
name: Hydra
slug: hydra
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.140
  heading: Hydra
  line start: 22345
  line end: 22379
size type alignment: Huge Monstrosity, Unaligned
size and type: Huge Monstrosity
alignment: Unaligned
armor class: 15
initiative: +4 (14)
hit points: 184 (16d12 + 80)
speed: 40 ft., Swim 40 ft.
skills: Perception +6
immunities: Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
senses: Darkvision 60 ft.; Passive Perception 16
languages: None
challenge: 8 (XP 3,900; PB +3)
armor class value: 15
hit points value: 184
hit points roll:
  expression: 16d12+80
  count: 16
  sides: 12
  modifier: 80
challenge rating: 8
experience points: 3900
proficiency bonus: 3
abilities:
  str:
    score: 20
    modifier: 5
    saving throw: 5
  dex:
    score: 12
    modifier: 1
    saving throw: 1
  con:
    score: 20
    modifier: 5
    saving throw: 5
  int:
    score: 2
    modifier: -4
    saving throw: -4
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its last turn. The hydra regains 20 Hit Points when it grows new heads. Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks.
  source locator:
    chapter: Monsters A-Z
    section: 12.140
    heading: Traits
    line start: 22367
    line end: 22373
stat sections:
  name: Actions
  rules text: Multiattack. The hydra makes as many Bite attacks as it has heads. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.140
    heading: Actions
    line start: 22375
    line end: 22379
rules text: Huge Monstrosity, Unaligned AC 15 Initiative +4 (14) HP 184 (16d12 + 80) Speed 40 ft., Swim 40 ft. Skills Perception +6 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Senses Darkvision 60 ft.; Passive Perception 16 Languages None CR 8 (XP 3,900; PB +3) Traits Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its last turn. The hydra regains 20 Hit Points when it grows new heads. Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks. Actions Multiattack. The hydra makes as many Bite attacks as it has heads. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage.
condition immunities: blinded
condition immunities: charmed
condition immunities: deafened
condition immunities: frightened
condition immunities: stunned
condition immunities: unconscious
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Piercing
    damage roll:
      expression: 1d10+5
      count: 1
      sides: 10
      modifier: 5
  source text: Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 8
  reach feet: 10

hyena
type: Monster
name: Hyena
slug: hyena
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.58
  heading: Hyena
  line start: 28229
  line end: 28254
size type alignment: Medium Beast, Unaligned
size and type: Medium Beast
alignment: Unaligned
armor class: 11
initiative: +1 (11)
hit points: 5 (1d8 + 1)
speed: 50 ft.
skills: Perception +3
senses: Darkvision 60 ft.; Passive Perception 13
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 11
hit points value: 5
hit points roll:
  expression: 1d8+1
  count: 1
  sides: 8
  modifier: 1
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 17
    modifier: 3
    saving throw: 3
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 5
    modifier: -3
    saving throw: -3
  wis:
    score: 10
    modifier: 0
    saving throw: 0
  cha:
    score: 4
    modifier: -3
    saving throw: -3
stat sections:
  name: Traits
  rules text: Pack Tactics. The hyena has Advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
  source locator:
    chapter: Animals
    section: 13.58
    heading: Traits
    line start: 28248
    line end: 28250
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.58
    heading: Actions
    line start: 28252
    line end: 28254
rules text: Medium Beast, Unaligned AC 11 Initiative +1 (11) HP 5 (1d8 + 1) Speed 50 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Pack Tactics. The hyena has Advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Actions Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 3
    damage type: Piercing
    damage roll:
      expression: 1d6
      count: 1
      sides: 6
  source text: Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 2
  reach feet: 5

ice-devil
type: Monster
name: Ice Devil
slug: ice-devil
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.141
  heading: Ice Devil
  line start: 22381
  line end: 22417
size type alignment: Large Fiend (Devil), Lawful Evil
size and type: Large Fiend (Devil)
alignment: Lawful Evil
armor class: 18
initiative: +7 (17)
hit points: 228 (24d10 + 96)
speed: 40 ft.
skills: Insight +7, Perception +7, Persuasion +9
immunities: Cold, Fire, Poison; Poisoned
senses: Blindsight 120 ft.; Passive Perception 17
languages: Infernal; telepathy 120 ft.
challenge: 14 (XP 11,500; PB +5)
armor class value: 18
hit points value: 228
hit points roll:
  expression: 24d10+96
  count: 24
  sides: 10
  modifier: 96
challenge rating: 14
experience points: 11500
proficiency bonus: 5
abilities:
  str:
    score: 21
    modifier: 5
    saving throw: 5
  dex:
    score: 14
    modifier: 2
    saving throw: 7
  con:
    score: 18
    modifier: 4
    saving throw: 9
  int:
    score: 18
    modifier: 4
    saving throw: 4
  wis:
    score: 15
    modifier: 2
    saving throw: 7
  cha:
    score: 18
    modifier: 4
    saving throw: 9
stat sections:
  name: Traits
  rules text: 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.
  source locator:
    chapter: Monsters A-Z
    section: 12.141
    heading: Traits
    line start: 22403
    line end: 22407
stat sections:
  name: Actions
  rules text: Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack. Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil's hand immediately after a ranged attack. Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage. Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).
  source locator:
    chapter: Monsters A-Z
    section: 12.141
    heading: Actions
    line start: 22409
    line end: 22417
rules text: Large Fiend (Devil), Lawful Evil AC 18 Initiative +7 (17) HP 228 (24d10 + 96) Speed 40 ft. Skills Insight +7, Perception +7, Persuasion +9 Immunities Cold, Fire, Poison; Poisoned Senses Blindsight 120 ft.; Passive Perception 17 Languages Infernal; telepathy 120 ft. CR 14 (XP 11,500; PB +5) 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 three Ice Spear attacks. It can replace one attack with a Tail attack. Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil's hand immediately after a ranged attack. Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage. Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).
condition immunities: poisoned
attacks:
  name: Ice Spear
  attack type: Melee or Ranged
  damage components:
    average damage: 14
    damage type: Piercing
    damage roll:
      expression: 2d8+5
      count: 2
      sides: 8
      modifier: 5
  damage components:
    average damage: 10
    damage type: Cold
    damage roll:
      expression: 3d6
      count: 3
      sides: 6
  source text: Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil's hand immediately after a ranged attack.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 10
  reach feet: 5
  range feet:
    normal: 30
    long: 120
attacks:
  name: Tail
  attack type: Melee
  damage components:
    average damage: 15
    damage type: Bludgeoning
    damage roll:
      expression: 3d6+5
      count: 3
      sides: 6
      modifier: 5
  damage components:
    average damage: 18
    damage type: Cold
    damage roll:
      expression: 4d8
      count: 4
      sides: 8
  source text: Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 10
  reach feet: 10

ice-mephit
type: Monster
name: Ice Mephit
slug: ice-mephit
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.162
  heading: Ice Mephit
  line start: 23091
  line end: 23122
size type alignment: Small Elemental, Neutral Evil
size and type: Small Elemental
alignment: Neutral Evil
armor class: 11
initiative: +1 (11)
hit points: 21 (6d6)
speed: 30 ft., Fly 30 ft.
skills: Perception +2, Stealth +3
vulnerabilities: Fire
immunities: Cold, Poison; Exhaustion, Poisoned
senses: Darkvision 60 ft.; Passive Perception 12
languages: Primordial (Aquan, Auran)
challenge: 1/2 (XP 100; PB +2)
armor class value: 11
hit points value: 21
hit points roll:
  expression: 6d6
  count: 6
  sides: 6
challenge rating: 1/2
experience points: 100
proficiency bonus: 2
abilities:
  str:
    score: 7
    modifier: -2
    saving throw: -2
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 10
    modifier: 0
    saving throw: 0
  int:
    score: 9
    modifier: -1
    saving throw: -1
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 12
    modifier: 1
    saving throw: 1
stat sections:
  name: Traits
  rules text: Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.162
    heading: Traits
    line start: 23112
    line end: 23114
stat sections:
  name: Actions
  rules text: Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.162
    heading: Actions
    line start: 23116
    line end: 23122
rules text: Small Elemental, Neutral Evil AC 11 Initiative +1 (11) HP 21 (6d6) Speed 30 ft., Fly 30 ft. Skills Perception +2, Stealth +3 Vulnerabilities Fire Immunities Cold, Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Primordial (Aquan, Auran) CR 1/2 (XP 100; PB +2) Traits Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage. Actions Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage.
condition immunities: exhaustion
condition immunities: poisoned
attacks:
  name: Claw
  attack type: Melee
  damage components:
    average damage: 3
    damage type: Slashing
    damage roll:
      expression: 1d4+1
      count: 1
      sides: 4
      modifier: 1
  damage components:
    average damage: 2
    damage type: Cold
    damage roll:
      expression: 1d4
      count: 1
      sides: 4
  source text: Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 3
  reach feet: 5

imp
type: Monster
name: Imp
slug: imp
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.142
  heading: Imp
  line start: 22419
  line end: 22452
size type alignment: Tiny Fiend (Devil), Lawful Evil
size and type: Tiny Fiend (Devil)
alignment: Lawful Evil
armor class: 13
initiative: +3 (13)
hit points: 21 (6d4 + 6)
speed: 20 ft., Fly 40 ft.
skills: Deception +4, Insight +3, Stealth +5
resistances: Cold
immunities: Fire, Poison; Poisoned
senses: Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11
languages: Common, Infernal
challenge: 1 (XP 200; PB +2)
armor class value: 13
hit points value: 21
hit points roll:
  expression: 6d4+6
  count: 6
  sides: 4
  modifier: 6
challenge rating: 1
experience points: 200
proficiency bonus: 2
abilities:
  str:
    score: 6
    modifier: -2
    saving throw: -2
  dex:
    score: 17
    modifier: 3
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 11
    modifier: 0
    saving throw: 0
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 14
    modifier: 2
    saving throw: 2
stat sections:
  name: Traits
  rules text: Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.
  source locator:
    chapter: Monsters A-Z
    section: 12.142
    heading: Traits
    line start: 22442
    line end: 22444
stat sections:
  name: Actions
  rules text: Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed.
  source locator:
    chapter: Monsters A-Z
    section: 12.142
    heading: Actions
    line start: 22446
    line end: 22452
rules text: Tiny Fiend (Devil), Lawful Evil AC 13 Initiative +3 (13) HP 21 (6d4 + 6) Speed 20 ft., Fly 40 ft. Skills Deception +4, Insight +3, Stealth +5 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11 Languages Common, Infernal CR 1 (XP 200; PB +2) Traits Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects. Actions Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed.
condition immunities: poisoned
attacks:
  name: Sting
  attack type: Melee
  damage components:
    average damage: 6
    damage type: Piercing
    damage roll:
      expression: 1d6+3
      count: 1
      sides: 6
      modifier: 3
  damage components:
    average damage: 7
    damage type: Poison
    damage roll:
      expression: 2d6
      count: 2
      sides: 6
  source text: Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 5
  reach feet: 5

incubus
type: Monster
name: Incubus
slug: incubus
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.143
  heading: Incubus
  line start: 22454
  line end: 22495
size type alignment: Medium Fiend, Neutral Evil
size and type: Medium Fiend
alignment: Neutral Evil
armor class: 15
initiative: +3 (13)
hit points: 66 (12d8 + 12)
speed: 30 ft., Fly 60 ft.
skills: Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
resistances: Cold, Fire, Poison, Psychic
senses: Darkvision 60 ft.; Passive Perception 15
languages: Abyssal, Common, Infernal; telepathy 60 ft.
challenge: 4 (XP 1,100; PB +2)
armor class value: 15
hit points value: 66
hit points roll:
  expression: 12d8+12
  count: 12
  sides: 8
  modifier: 12
challenge rating: 4
experience points: 1100
proficiency bonus: 2
abilities:
  str:
    score: 8
    modifier: -1
    saving throw: -1
  dex:
    score: 17
    modifier: 3
    saving throw: 3
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 15
    modifier: 2
    saving throw: 2
  cha:
    score: 11
    modifier: 0
    saving throw: 0
stat sections:
  name: Traits
  rules text: Succubus Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn't transformed.
  source locator:
    chapter: Monsters A-Z
    section: 12.143
    heading: Traits
    line start: 22476
    line end: 22478
stat sections:
  name: Actions
  rules text: Multiattack. The incubus makes two Restless Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests. Spellcasting. The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern
  source locator:
    chapter: Monsters A-Z
    section: 12.143
    heading: Actions
    line start: 22480
    line end: 22491
stat sections:
  name: Bonus Actions
  rules text: Nightmare (Recharge 6). Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.143
    heading: Bonus Actions
    line start: 22493
    line end: 22495
rules text: Medium Fiend, Neutral Evil AC 15 Initiative +3 (13) HP 66 (12d8 + 12) Speed 30 ft., Fly 60 ft. Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 Resistances Cold, Fire, Poison, Psychic Senses Darkvision 60 ft.; Passive Perception 15 Languages Abyssal, Common, Infernal; telepathy 60 ft. CR 4 (XP 1,100; PB +2) Traits Succubus Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn't transformed. Actions Multiattack. The incubus makes two Restless Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests. Spellcasting. The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern Bonus Actions Nightmare (Recharge 6). Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage.
attacks:
  name: Restless Touch
  attack type: Melee
  damage components:
    average damage: 15
    damage type: Psychic
    damage roll:
      expression: 3d6+5
      count: 3
      sides: 6
      modifier: 5
  source text: Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 5

invisible-stalker
type: Monster
name: Invisible Stalker
slug: invisible-stalker
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.144
  heading: Invisible Stalker
  line start: 22497
  line end: 22532
size type alignment: Large Elemental, Neutral
size and type: Large Elemental
alignment: Neutral
armor class: 14
initiative: +7 (22)
hit points: 97 (13d10 + 26)
speed: 50 ft., Fly 50 ft. (hover)
skills: Perception +8, Stealth +10
resistances: Bludgeoning, Piercing, Slashing
immunities: Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
senses: Darkvision 60 ft.; Passive Perception 18
languages: Common, Primordial (Auran)
challenge: 6 (XP 2,300; PB +3)
armor class value: 14
hit points value: 97
hit points roll:
  expression: 13d10+26
  count: 13
  sides: 10
  modifier: 26
challenge rating: 6
experience points: 2300
proficiency bonus: 3
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 19
    modifier: 4
    saving throw: 4
  con:
    score: 14
    modifier: 2
    saving throw: 2
  int:
    score: 10
    modifier: 0
    saving throw: 0
  wis:
    score: 15
    modifier: 2
    saving throw: 2
  cha:
    score: 11
    modifier: 0
    saving throw: 0
stat sections:
  name: Traits
  rules text: Air Form. The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so. Invisibility. The stalker has the Invisible condition.
  source locator:
    chapter: Monsters A-Z
    section: 12.144
    heading: Traits
    line start: 22520
    line end: 22524
stat sections:
  name: Actions
  rules text: Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's turns.
  source locator:
    chapter: Monsters A-Z
    section: 12.144
    heading: Actions
    line start: 22526
    line end: 22532
rules text: Large Elemental, Neutral AC 14 Initiative +7 (22) HP 97 (13d10 + 26) Speed 50 ft., Fly 50 ft. (hover) Skills Perception +8, Stealth +10 Resistances Bludgeoning, Piercing, Slashing Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 18 Languages Common, Primordial (Auran) CR 6 (XP 2,300; PB +3) Traits Air Form. The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so. Invisibility. The stalker has the Invisible condition. Actions Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's turns.
condition immunities: exhaustion
condition immunities: grappled
condition immunities: paralyzed
condition immunities: petrified
condition immunities: poisoned
condition immunities: prone
condition immunities: restrained
condition immunities: unconscious
attacks:
  name: Wind Swipe
  attack type: Melee
  damage components:
    average damage: 11
    damage type: Force
    damage roll:
      expression: 2d6+4
      count: 2
      sides: 6
      modifier: 4
  source text: Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 7
  reach feet: 5

iron-golem
type: Monster
name: Iron Golem
slug: iron-golem
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.145
  heading: Iron Golem
  line start: 22534
  line end: 22573
size type alignment: Large Construct, Unaligned
size and type: Large Construct
alignment: Unaligned
armor class: 20
initiative: +9 (19)
hit points: 252 (24d10 + 120)
speed: 30 ft.
immunities: Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
senses: Darkvision 120 ft.; Passive Perception 10
languages: Understands Common plus two other languages but can't speak
challenge: 16 (XP 15,000; PB +5)
armor class value: 20
hit points value: 252
hit points roll:
  expression: 24d10+120
  count: 24
  sides: 10
  modifier: 120
challenge rating: 16
experience points: 15000
proficiency bonus: 5
abilities:
  str:
    score: 24
    modifier: 7
    saving throw: 7
  dex:
    score: 9
    modifier: -1
    saving throw: -1
  con:
    score: 20
    modifier: 5
    saving throw: 5
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 11
    modifier: 0
    saving throw: 0
  cha:
    score: 1
    modifier: -5
    saving throw: -5
stat sections:
  name: Traits
  rules text: Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
  source locator:
    chapter: Monsters A-Z
    section: 12.145
    heading: Traits
    line start: 22555
    line end: 22561
stat sections:
  name: Actions
  rules text: Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage. Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage. Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.145
    heading: Actions
    line start: 22563
    line end: 22573
rules text: Large Construct, Unaligned AC 20 Initiative +9 (19) HP 252 (24d10 + 120) Speed 30 ft. Immunities Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 120 ft.; Passive Perception 10 Languages Understands Common plus two other languages but can't speak CR 16 (XP 15,000; PB +5) Traits Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt. 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 attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage. Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage. Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage.
condition immunities: charmed
condition immunities: exhaustion
condition immunities: frightened
condition immunities: paralyzed
condition immunities: petrified
condition immunities: poisoned
attacks:
  name: Bladed Arm
  attack type: Melee
  damage components:
    average damage: 20
    damage type: Slashing
    damage roll:
      expression: 3d8+7
      count: 3
      sides: 8
      modifier: 7
  damage components:
    average damage: 10
    damage type: Fire
    damage roll:
      expression: 3d6
      count: 3
      sides: 6
  source text: Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 12
  reach feet: 10
attacks:
  name: Fiery Bolt
  attack type: Ranged
  damage components:
    average damage: 36
    damage type: Fire
    damage roll:
      expression: 8d8
      count: 8
      sides: 8
  source text: Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage.
  path: statSections[1].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 10
  range feet:
    normal: 120

jackal
type: Monster
name: Jackal
slug: jackal
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.59
  heading: Jackal
  line start: 28256
  line end: 28279
size type alignment: Small Beast, Unaligned
size and type: Small Beast
alignment: Unaligned
armor class: 12
initiative: +2 (12)
hit points: 3 (1d6)
speed: 40 ft.
skills: Perception +5, Stealth +4
senses: Darkvision 90 ft.; Passive Perception 15
languages: None
challenge: 0 (XP 10; PB +2)
armor class value: 12
hit points value: 3
hit points roll:
  expression: 1d6
  count: 1
  sides: 6
challenge rating: 0
experience points: 10
proficiency bonus: 2
abilities:
  str:
    score: 8
    modifier: -1
    saving throw: -1
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 11
    modifier: 0
    saving throw: 0
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 6
    modifier: -2
    saving throw: -2
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.59
    heading: Actions
    line start: 28275
    line end: 28279
rules text: Small Beast, Unaligned AC 12 Initiative +2 (12) HP 3 (1d6) Speed 40 ft. Skills Perception +5, Stealth +4 Senses Darkvision 90 ft.; Passive Perception 15 Languages None CR 0 (XP 10; PB +2) Actions Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 1
    damage type: Piercing
    damage roll:
      expression: 1d4-1
      count: 1
      sides: 4
      modifier: -1
  source text: Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage.
  path: statSections[0].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 1
  reach feet: 5

killer-whale
type: Monster
name: Killer Whale
slug: killer-whale
source: srd-5-2-1
source locator:
  chapter: Animals
  section: 13.60
  heading: Killer Whale
  line start: 28281
  line end: 28306
size type alignment: Huge Beast, Unaligned
size and type: Huge Beast
alignment: Unaligned
armor class: 12
initiative: +2 (12)
hit points: 90 (12d12 + 12)
speed: 5 ft., Swim 60 ft.
skills: Perception +3, Stealth +4
senses: Blindsight 120 ft.; Passive Perception 13
languages: None
challenge: 3 (XP 700; PB +2)
armor class value: 12
hit points value: 90
hit points roll:
  expression: 12d12+12
  count: 12
  sides: 12
  modifier: 12
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 19
    modifier: 4
    saving throw: 4
  dex:
    score: 14
    modifier: 2
    saving throw: 2
  con:
    score: 13
    modifier: 1
    saving throw: 1
  int:
    score: 3
    modifier: -4
    saving throw: -4
  wis:
    score: 12
    modifier: 1
    saving throw: 1
  cha:
    score: 7
    modifier: -2
    saving throw: -2
stat sections:
  name: Traits
  rules text: Hold Breath. The whale can hold its breath for 30 minutes.
  source locator:
    chapter: Animals
    section: 13.60
    heading: Traits
    line start: 28300
    line end: 28302
stat sections:
  name: Actions
  rules text: Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage.
  source locator:
    chapter: Animals
    section: 13.60
    heading: Actions
    line start: 28304
    line end: 28306
rules text: Huge Beast, Unaligned AC 12 Initiative +2 (12) HP 90 (12d12 + 12) Speed 5 ft., Swim 60 ft. Skills Perception +3, Stealth +4 Senses Blindsight 120 ft.; Passive Perception 13 Languages None CR 3 (XP 700; PB +2) Traits Hold Breath. The whale can hold its breath for 30 minutes. Actions Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage.
attacks:
  name: Bite
  attack type: Melee
  damage components:
    average damage: 21
    damage type: Piercing
    damage roll:
      expression: 5d6+4
      count: 5
      sides: 6
      modifier: 4
  source text: Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 6
  reach feet: 5

knight
type: Monster
name: Knight
slug: knight
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.146
  heading: Knight
  line start: 22575
  line end: 22607
size type alignment: Medium or Small Humanoid, Neutral
size and type: Medium or Small Humanoid
alignment: Neutral
armor class: 18
initiative: +0 (10)
hit points: 52 (8d8 + 16)
speed: 30 ft.
immunities: Frightened
senses: Passive Perception 10
languages: Common plus one other language
gear: Greatsword, Heavy Crossbow, Plate Armor
challenge: 3 (XP 700; PB +2)
armor class value: 18
hit points value: 52
hit points roll:
  expression: 8d8+16
  count: 8
  sides: 8
  modifier: 16
challenge rating: 3
experience points: 700
proficiency bonus: 2
abilities:
  str:
    score: 30
    modifier: 10
    saving throw: 17
  dex:
    score: 11
    modifier: 0
    saving throw: 7
  con:
    score: 26
    modifier: 8
    saving throw: 15
  int:
    score: 22
    modifier: 6
    saving throw: 6
  wis:
    score: 18
    modifier: 4
    saving throw: 11
  cha:
    score: 20
    modifier: 5
    saving throw: 5
stat sections:
  name: Actions
  rules text: Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.146
    heading: Actions
    line start: 22597
    line end: 22603
stat sections:
  name: Reactions
  rules text: Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.
  source locator:
    chapter: Monsters A-Z
    section: 12.146
    heading: Reactions
    line start: 22605
    line end: 22607
rules text: Medium or Small Humanoid, Neutral AC 18 Initiative +0 (10) HP 52 (8d8 + 16) Speed 30 ft. Immunities Frightened Gear Greatsword, Heavy Crossbow, Plate Armor Senses Passive Perception 10 Languages Common plus one other language CR 3 (XP 700; PB +2) Actions Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage. Reactions Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.
condition immunities: frightened
attacks:
  name: Greatsword
  attack type: Melee
  damage components:
    average damage: 10
    damage type: Slashing
    damage roll:
      expression: 2d6+3
      count: 2
      sides: 6
      modifier: 3
  damage components:
    average damage: 4
    damage type: Radiant
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage.
  path: statSections[0].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 5
  reach feet: 5
attacks:
  name: Heavy Crossbow
  attack type: Ranged
  damage components:
    average damage: 11
    damage type: Piercing
    damage roll:
      expression: 2d10
      count: 2
      sides: 10
  damage components:
    average damage: 4
    damage type: Radiant
    damage roll:
      expression: 1d8
      count: 1
      sides: 8
  source text: Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage.
  path: statSections[0].rulesText.paragraphs[2]
  parse status: parsed
  attack bonus: 2
  range feet:
    normal: 100
    long: 400

kobold-warrior
type: Monster
name: Kobold Warrior
slug: kobold-warrior
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.148
  heading: Kobold Warrior
  line start: 22611
  line end: 22638
size type alignment: Small Dragon, Neutral
size and type: Small Dragon
alignment: Neutral
armor class: 14
initiative: +2 (12)
hit points: 7 (3d6 - 3)
speed: 30 ft.
senses: Darkvision 60 ft.; Passive Perception 8
languages: Common, Draconic
gear: Daggers (3)
challenge: 1/8 (XP 25; PB +2)
armor class value: 14
hit points value: 7
hit points roll:
  expression: 3d6-3
  count: 3
  sides: 6
  modifier: -3
challenge rating: 1/8
experience points: 25
proficiency bonus: 2
abilities:
  str:
    score: 7
    modifier: -2
    saving throw: -2
  dex:
    score: 15
    modifier: 2
    saving throw: 2
  con:
    score: 9
    modifier: -1
    saving throw: -1
  int:
    score: 8
    modifier: -1
    saving throw: -1
  wis:
    score: 7
    modifier: -2
    saving throw: -2
  cha:
    score: 8
    modifier: -1
    saving throw: -1
stat sections:
  name: Traits
  rules text: Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.
  source locator:
    chapter: Monsters A-Z
    section: 12.148
    heading: Traits
    line start: 22630
    line end: 22634
stat sections:
  name: Actions
  rules text: Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
  source locator:
    chapter: Monsters A-Z
    section: 12.148
    heading: Actions
    line start: 22636
    line end: 22638
rules text: Small Dragon, Neutral AC 14 Initiative +2 (12) HP 7 (3d6 - 3) Speed 30 ft. Gear Daggers (3) Senses Darkvision 60 ft.; Passive Perception 8 Languages Common, Draconic CR 1/8 (XP 25; PB +2) Traits Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls. Actions Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
attacks:
  name: Dagger
  attack type: Melee or Ranged
  damage components:
    average damage: 4
    damage type: Piercing
    damage roll:
      expression: 1d4+2
      count: 1
      sides: 4
      modifier: 2
  source text: Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
  path: statSections[1].rulesText.paragraphs[0]
  parse status: parsed
  attack bonus: 4
  reach feet: 5
  range feet:
    normal: 20
    long: 60

kraken
type: Monster
name: Kraken
slug: kraken
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.149
  heading: Kraken
  line start: 22640
  line end: 22690
size type alignment: Gargantuan Monstrosity (Titan), Chaotic Evil
size and type: Gargantuan Monstrosity (Titan)
alignment: Chaotic Evil
armor class: 18
initiative: +14 (24)
hit points: 481 (26d20 + 208)
speed: 30 ft., Swim 120 ft.
skills: History +13, Perception +11
immunities: Cold, Lightning; Frightened, Grappled, Paralyzed, Restrained
senses: Truesight 120 ft.; Passive Perception 21
languages: Understands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft.
challenge: 23 (XP 50,000, or 62,000 in lair; PB +7)
armor class value: 18
hit points value: 481
hit points roll:
  expression: 26d20+208
  count: 26
  sides: 20
  modifier: 208
challenge rating: 23
experience points: 50000
proficiency bonus: 7
abilities:
  str:
    score: 30
    modifier: 10
    saving throw: 17
  dex:
    score: 11
    modifier: 0
    saving throw: 7
  con:
    score: 26
    modifier: 8
    saving throw: 15
  int:
    score: 22
    modifier: 6
    saving throw: 6
  wis:
    score: 18
    modifier: 4
    saving throw: 11
  cha:
    score: 20
    modifier: 5
    saving throw: 5
stat sections:
  name: Traits
  rules text: Amphibious. The kraken can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead. Siege Monster. The kraken deals double damage to objects and structures.
  source locator:
    chapter: Monsters A-Z
    section: 12.149
    heading: Traits
    line start: 22662
    line end: 22668
stat sections:
  name: Actions
  rules text: Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends. Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only. Lightning Strike. Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Failure: 33 (6d10) Lightning damage. Success: Half damage. Swallow. Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone.
  source locator:
    chapter: Monsters A-Z
    section: 12.149
    heading: Actions
    line start: 22670
    line end: 22682
stat sections:
  name: Legendary Actions
  rules text: Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the kraken can expend a use to take one of the following actions. The kraken regains all expended uses at the start of each of its turns. Storm Bolt. The kraken uses Lightning Strike. Toxic Ink. Constitution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action again until the start of its next turn.
  source locator:
    chapter: Monsters A-Z
    section: 12.149
    heading: Legendary Actions
    line start: 22684
    line end: 22690
rules text: Gargantuan Monstrosity (Titan), Chaotic Evil AC 18 Initiative +14 (24) HP 481 (26d20 + 208) Speed 30 ft., Swim 120 ft. Skills History +13, Perception +11 Immunities Cold, Lightning; Frightened, Grappled, Paralyzed, Restrained Senses Truesight 120 ft.; Passive Perception 21 Languages Understands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft. CR 23 (XP 50,000, or 62,000 in lair; PB +7) Traits Amphibious. The kraken can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead. Siege Monster. The kraken deals double damage to objects and structures. Actions Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends. Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only. Lightning Strike. Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Failure: 33 (6d10) Lightning damage. Success: Half damage. Swallow. Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken takes 50 damage or more on a single turn from a creature i…
condition immunities: frightened
condition immunities: grappled
condition immunities: paralyzed
condition immunities: restrained
attacks:
  name: Tentacle
  attack type: Melee
  damage components:
    average damage: 24
    damage type: Bludgeoning
    damage roll:
      expression: 4d6+10
      count: 4
      sides: 6
      modifier: 10
  source text: Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.
  path: statSections[1].rulesText.paragraphs[1]
  parse status: parsed
  attack bonus: 17
  reach feet: 30

lamia
type: Monster
name: Lamia
slug: lamia
source: srd-5-2-1
source locator:
  chapter: Monsters A-Z
  section: 12.150
  heading: Lamia
  line start: 22692
  line end: 22729
size type alignment: Large Fiend, Chaotic Evil
size and type: Large Fiend
alignment: Chaotic Evil
armor class: 13
initiative: +1 (11)
hit points: 97 (13d10 + 26)
speed: 40 ft.
skills: Deception +7, Insight +4, Stealth +5
senses: Darkvision 60 ft.; Passive Perception 12
languages: Abyssal, Common
challenge: 4 (XP 1,100; PB +2)
armor class value: 13
hit points value: 97
hit points roll:
  expression: 13d10+26
  count: 13
  sides: 10
  modifier: 26
challenge rating: 4
experience points: 1100
proficiency bonus: 2
abilities:
  str:
    score: 16
    modifier: 3
    saving throw: 3
  dex:
    score: 13
    modifier: 1
    saving throw: 1
  con:
    score: 15
    modifier: 2
    saving throw: 2
  int:
    score: 14
    modifier: 2
    saving throw: 2
  wis:
    score: 15
    modifier: 2
    saving throw: 2
  cha:
    score: 16
    modifier: 3
    saving throw: 3
stat sections:
  name: Actions
  rules text: Multiattack. The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions. Spellcasting. The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying
  source locator:
    chapter: Monsters A-Z
    section: 12.150
    heading: Actions
    line start: 22713
    line end: 22725
stat sections:
  name: Bonus Actions
  rules text: Leap. The lamia jumps up to 30 feet by spending 10 feet of movement.
rules text: Large Fiend, Chaotic Evil AC 13 Initiative +1 (11) HP 97 (13d10 + 26) Speed 40 ft. Skills Deception +7, Insight +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 12 Languages Abyssal, Common CR 4 (XP 1,100; PB +2) Actions Multiattack. The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions. Spellcasting. The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying Bonus Actions Leap. The lamia jumps up to 30 feet by spending 10 feet of movement.

level: 18
name: Indomitable Might
rules text: If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.
source locator:
  chapter: Classes
  section: 3.2
  heading: Level 18: Indomitable Might
  line start: 1714
  line end: 1716

level: 19
name: Epic Boon
rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
source locator:
  chapter: Classes
  section: 3.2
  heading: Level 19: Epic Boon
  line start: 1718
  line end: 1720

level: 20
name: Primal Champion
rules text: You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.
source locator:
  chapter: Classes
  section: 3.2
  heading: Level 20: Primal Champion
  line start: 1722
  line end: 1724

level: 14
name: Disciplined Survivor
rules text: Your physical and mental discipline grant you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.
source locator:
  chapter: Classes
  section: 3.15
  heading: Level 14: Disciplined Survivor
  line start: 3205
  line end: 3209

level: 15
name: Perfect Focus
rules text: When you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.
source locator:
  chapter: Classes
  section: 3.15
  heading: Level 15: Perfect Focus
  line start: 3211
  line end: 3213

level: 18
name: Superior Defense
rules text: At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.
source locator:
  chapter: Classes
  section: 3.15
  heading: Level 18: Superior Defense
  line start: 3215
  line end: 3217

level: 19
name: Epic Boon
rules text: You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
source locator:
  chapter: Classes
  section: 3.15
  heading: Level 19: Epic Boon
  line start: 3219
  line end: 3221

level: 20
name: Body and Mind
rules text: You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
source locator:
  chapter: Classes
  section: 3.15
  heading: Level 20: Body and Mind
  line start: 3223
  line end: 3225

level: 20
name: Stroke of Luck
rules text: You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
source locator:
  chapter: Classes
  section: 3.23
  heading: Level 20: Stroke of Luck
  line start: 3961
  line end: 3965