Athasian creatures (5e, new format)

Erdlu

Medium Beast, Unaligned

AC 12 (natural armor) Initiative +0 (10)
Hit Points 9 (2d8)
Speed 50 ft.

Stat Mod Save Stat Mod Save
STR 10 +0 +0 INT 2 -4 -4
DEX 11 +0 +2 WIS 14 +2 +2
CON 11 +0 +0 CHA 7 -2 -2
Senses Passive Perception 12
Languages None
Challenge 1/8 (25 XP; PB +2)

Actions

Kick. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Slashing damage.


Kank
Large Beast, Unaligned
AC 15 (natural) Initiative +1 (11)
Hit Points 13 (2d10+2)
Speed 40 ft.

Stat Mod Save Stat Mod Save
STR 15 +2 +2 INT 1 -5 -5
DEX 12 +1 +1 WIS 12 +1 +1
CON 13 +1 +3 CHA 6 -2 -2

Senses passive Perception 11
Languages -
Challenge 1/4 (50 XP)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Piercing damage.


Kank, Soldier
Large Beast, Unaligned
AC 15 (natural) Initiative +1 (11)
Hit Points 22 (3d10+6)
Speed 40 ft.

Stat Mod Save Stat Mod Save
STR 17 +3 +3 INT 1 -5 -5
DEX 12 +1 +1 WIS 12 +1 +1
CON 15 +2 +4 CHA 6 -2 -2

Senses passive Perception 11
Languages -
Challenge 1/2 (100 XP)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8+2) Piercing damage and 3 (1d6) Poison damage.


Inix
Large Beast, Unaligned

AC 15 (natural) Initiative +0 (10)
Hit Points 59 (7d10+21)
Speed 40 ft.

Stat Mod Save Stat Mod Save
STR 18 +4 +4 INT 1 -5 -5
DEX 11 +0 +0 WIS 11 +0 +0
CON 16 +3 +5 CHA 4 -3 -3

Senses passive Perception 10
Languages -
Challenge 1 (200 XP; PB +2)

Actions
Tail. Melee Attack Roll: +6, reach 10 ft.. Hit: 7 (1d6+4) bludgeoning damage.


Mekillot

Huge Beast, Unaligned

AC 13 (natural) Initiative -1 (9)

Hit Points 105 (10d12+40)

Speed 30 ft.

Stat Mod Save Stat Mod Save
STR 19 +4 +6 INT 1 -5 -5
DEX 8 -1 -1 WIS 11 +0 +0
CON 18 +4 +6 CHA 4 -3 -3

Senses passive Perception 10

Languages -

Challenge 3 (700 XP; PB +2)

Actions

Sticky Tongue. Melee Attack Roll: +6, reach 30 ft.. Hit: 7 (1d6+4) Bludgeoning damage, and if the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). The tongue can be damaged, freeing a creature it has Grappled when destroyed (AC 13, HP 15, Immunity to Psychic damage). Damaging the tongue deals no damage to the mekillot, and a destroyed tongue regrows when the mekillot next takes a short or long rest.

Pull. The mekillot pulls one creature Grappled by it up to 30 feet straight toward it.

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8+4) Piercing damage.


Jozhal
Small Monstrosity, Typically Chaotic Neutral

AC 17 (natural, Intellect Fortress) Initiative +0 (10)
Hit Points 36 (8d6+8)
Speed 30 ft.

Stat Mod Save Stat Mod Save
STR 8 -1 -1 INT 15 +2 +4
DEX 14 +2 +2 WIS 15 +2 +4
CON 12 +1 +1 CHA 11 +0 +0

Skills Arcana +4, Investigation +4, Perception +4, Stealth +6
Senses passive Perception 14
Languages Primordial
Challenge 1 (200 XP; PB +2)

Traits

Intellect Fortress. The Jozhal’s AC includes its Intelligence modifier.

Patron Element. The Jozhal’s magic is linked to a patron element. The Jozhal has Resistance to one type of damage based on its patron element: Lightning (Air), Acid (Earth), Fire (Fire), or Cold (Water). The Jozhal’s Elemental Strike ability also deals this damage type.

Spellcasting. The Jozhal can cast the following spells, using Wisdom as its spellcasting ability (save DC 12, spell attack bonus +4).

At Will – Detect Magic, Mage Hand, Message
1/Day – Cure Wounds, Dispel Magic, Misty Step

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Piercing damage.

Elemental Strike. Ranged Attack Roll: +4, range 60. Hit: 9 (2d8) Lightning, Acid, Fire, or Cold damage (see Patron Element).


Silk Wyrm
Large Monstrosity, Unaligned

AC 16 (natural) Initiative +1 (11)
Hit Points 76 (9d10+27)
Speed 40 ft., Fly 40 ft.

Stat Mod Save Stat Mod Save
STR 17 +3 +3 INT 6 -2 -2
DEX 14 +2 +4 WIS 12 +1 +1
CON 16 +3 +3 CHA 8 -1 -1

Skills Stealth +4
Senses Darkvision 60 ft., assive Perception 11
Languages None
Challenge 3 (700 XP; PB +2)

Actions
Bite. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6+3) Piercing damage and 5 (1d10) Poison damage.

Spit Silk. Dexterity Saving Throw: DC 13, one creature the silk wyrm can see within 30 feet. Failure: The target has the Restrained condition until the silk binding is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).

Drink Blood. Constitution Saving Throw, DC 13, one creature within 10 feet that has the Restrained or Incapacitated condition. Failure: 10 (2d6+3) Piercing damage and 9 (2d8) Necrotic damage.

Bonus Actions
Shadow Stealth. While in Dim Light or Darkness, the silk wyrm takes the Hide action.


Tembo

Medium Monstrosity, Typically Chaotic Evil

AC 15 (intellect fortress) Initiative +3 (13)

Hit Points 51 (6d8+24)

Speed 40 ft.

Stat Mod Save Stat Mod Save
STR 13 +1 +1 INT 15 +2 +4
DEX 17 +3 +5 WIS 14 +2 +2
CON 18 +4 +4 CHA 8 -1 -1

Skills Stealth +3
Senses Darkvision 60 ft., passive Perception 12
Languages understands all languages but can’t speak
Challenge 2 (450 XP; PB +2)

Traits

Intellect Fortress. The tembo’s AC includes its Intelligence modifier.

Actions

Multiattack. The tembo makes two attacks. It can replace one attack with a use of Life Drain.

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) Piercing damage.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) Slashing damage.

Life Drain. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 7 (2d6) Necrotic damage, and the target’s Hit Point maximum decreases by an amount equal to the damage taken.

Bonus Actions

Evasive Skitter. The tembo moves up to half its speed without provoking an attack of opportunity.

Shadow Stealth. While in Dim Light or Darkness, the tembo takes the Hide action.

Klar
Large Monstrosity, Unaligned

AC 18 (natural) Initiative +1
Hit Points 119 (14d10+42)
Speed 30 ft., Climb 30 ft.

Stat Mod Save Stat Mod Save
STR 19 +4 +4 INT 2 -4 -4
DEX 13 +1 +1 WIS 16 +3 +3
CON 17 +3 +3 CHA 7 -2 -2

Skills Perception +5
Senses passive Perception 15
Languages None
Challenge 5 (1,800 XP; PB +3)

Actions

Multiattack. The klar makes one Claw and one Bite attack. It can replace one or both attacks with Mental Bolt.

Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6+4) slashing damage. If the target is a Large or smaller creature, it has the Prone condition.

Bite. Melee Attack Roll: +7 to hit, reach 5 ft. Hit: 13 (2d8+4) Piercing damage.

Mental Bolt. Ranged Attack Roll: +6, range 60. Hit: 11 (2d10) Psychic damage.


Mounts
Ordinary kanks (soldier kanks are not used) and inix can serve as mounts.

Kank
Speed 40 ft.
Carrying Capacity 400 lb.

Inix
Speed 40 ft.
Carrying Capacity 750 lb.

1 Like

Second batch:

Anakore
Medium Aberration, Typically Neutral Evil

AC 12 Initiative +0
Hit Points 22 (4d8+4)
Speed 30 ft., Burrow 40 ft.

Stat Mod Save Stat Mod Save
STR 12 +1 +1 INT 6 -2 -2
DEX 10 +0 +0 WIS 12 +1 +1
CON 13 +1 +1 CHA 9 -1 -1

Skills Stealth +2
Senses Darkvision 60 ft, Tremorsense 120 ft, Passive Perception 11
Languages Anakore
Challenge 1/4 (50 XP; PB +2)

Traits
Sunlight Sensitivity. While in sunlight, the anakore has Disadvantage on ability checks and attack rolls.

Actions
Multiattack. The anakore makes two attacks, only one of which can be a Bite attack.

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4+1) Slashing damage.

Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage, and the target has the Poisoned condition until the start of the anakore’s next turn.


Athasian Giant
Huge Giant, Any Alignment

AC 15 Initiative +0 (10)
Hit Points 138 (12d12+60)
Speed 40 ft.

Stat Mod Save Stat Mod Save
STR 22 +6 +9 INT 8 -1 -1
DEX 10 +0 +0 WIS 12 +1 +1
CON 20 +5 +8 CHA 10 +0 +0

Skills Athletics +9, Perception +4
Senses Darkvision 60 ft, Passive Perception 14
Languages Giant

Challenge 6 (2,300 XP; PB +3)

Actions
Multiattack. The Athasian Giant makes two attacks in any combination of Gigantic Club and Boulder.

Gigantic Club. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (3d8+6) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.

Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 16 (2d10+5) Bludgeoning damage.

  • Beasthead Versus Humanoid. Athasian giants exist in two major varieties: beastheads and humanoids. The above statistics describe a beasthead giant; for a humanoid giant, add Resistance to Psychic damage.

Gith Raider
Medium Monstrosity, Typically Chaotic Evil

AC 12 Initiative +1 (11)
Hit Points 13 (3d8)
Speed 40 ft.

Stat Mod Save Stat Mod Save
STR 12 +1 +1 INT 10 +0 +0
DEX 13 +1 +1 WIS 13 +1 +1
CON 11 +0 +0 CHA 7 -2 -2

Skills Perception +3
Gear Spear
Senses Darkvision 60 ft, Passive Perception 13
Languages Gith
Challenge 1/4 (50 XP; PB +2)

Traits

Standing Leap. The gith’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.

Actions

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Slashing damage.

Spear. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8+2) Piercing damage.


Gith Chief
Medium Monstrosity, Typically Chaotic Evil

AC 15 Initiative +3 (13)
Hit Points 75 (10d8+30)
Speed 40 ft.

Stat Mod Save Stat Mod Save
STR 17 +3 +3 INT 12 +1 +1
DEX 16 +3 +3 WIS 15 +2 +2
CON 16 +3 +3 CHA 13 +1 +1

Skills Acrobatics +5, Intimidate +3, Perception +4
Gear Spear, Studded Leather Armor
Senses Darkvision 60 ft, Passive Perception 14
Languages Gith
Challenge 3 (700 XP; PB +2)

Traits

Psionic Bastion Aura. While in a 10-foot Emanation originating from the gith chief, the gith chief and its allies have Advantage on saving throws, provided the gith chief doesn’t have the Incapacitated condition.

Standing Leap. The gith chief’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.

Actions
Multiattack. The gith chief makes three attacks in any combination.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) Slashing damage.

Spear. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8+3) Piercing damage.

Mental Bolt. Ranged Attack Roll: +4, range 60. Hit: 7 (2d6) Psychic damage.


Kip
Small Beast, Unaligned

AC 15 Initiative +0 (10)
Hit Points 4 (1d6+1)
Speed 20 ft.

Stat Mod Save Stat Mod Save
STR 6 -2 -2 INT 2 -4 -4
DEX 10 +0 +0 WIS 11 +0 +0
CON 12 +1 +1 CHA 7 -2 -2

Senses passive Perception 10
Languages None
Challenge 1/8 (25 XP; PB +2)

Actions
Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage.

Soporific Puff. Constitution Saving Throw: DC 11, one creature within 5 feet. Failure: The creature is Poisoned for 1 minute, and is Charmed while poisoned in this way. It can make a saving throw at the end of each of its turns to end the effect.


Jankx
Tiny Beast, Unaligned

AC 12 Initiative +1 (11)
Hit Points 3 (1d4+1)
Speed 30 ft.

Stat Mod Save Stat Mod Save
STR 4 -3 -3 INT 1 -5 -5
DEX 13 +1 +1 WIS 12 +1 +1
CON 12 +1 +1 CHA 6 -2 -2

Senses passive Perception 11
Languages -
Challenge 1/8 (25 XP; PB +2)

Actions

Spur Kick. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage and 3 (1d6) Poison damage.


Critic
Tiny Beast, Unaligned

AC 11 Initiative +1 (11)
Hit Points 2 (1d4)
Speed 30 ft., Climb 30 ft.

Stat Mod Save Stat Mod Save
STR 2 -4 -4 INT 1 -5 -5
DEX 14 +2 +2 WIS 15 +2 +2
CON 10 +0 +0 CHA 4 -3 -3

Senses Passive Perception 12
Languages None
Challenge 0 (10 XP; PB +2)

Traits

Spider Climb. The critic can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.

Spirit Sense. Charisma Saving Throw: DC 10, one creature within 30 feet the critic can see (Celestials, Fey, Fiends, and Undead automatically fail the save). Failure: The critic knows the target’s emotions and alignment.


Pulp Bee
Small Beast, Unaligned

AC 15 Initiative +3 (13)
Hit Points 36 (8d6+8)
Speed 5 ft., Fly 50 ft.

Stat Mod Save Stat Mod Save
STR 5 -3 -3 INT 1 -5 -5
DEX 17 +3 +3 WIS 10 +0 +0
CON 12 +1 +1 CHA 3 -4 -4

Senses Passive Perception 10
Languages None
Challenge 1 (200 XP; PB +2)

Actions

Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage and 10 (3d6) Poison damage.


Erdland
Large Beast, Unaligned

AC 13 Initiative +0 (10)
Hit Points 30 (4d10+8)
Speed 30 ft.

Stat Mod Save Stat Mod Save
STR 17 +3 +3 INT 2 -4 -4
DEX 10 +0 +0 WIS 14 +2 +2
CON 14 +2 +4 CHA 7 -2 -2

Senses Passive Perception 12
Languages None
Challenge 1/2 (100 XP; PB +2)

Actions

Beak. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8+3) Piercing damage.

  • As a Mount: Unlike erdlus, erdlands are large and strong enough to be used as mounts.
    Speed 30 ft
    Carrying Capacity 500 lb.
1 Like

Third batch:

Crodlu
Large Beast, Unaligned

AC 13 Initiative +2 (12)
Hit Points 37 (5d10+10)
Speed 50 ft.

Stat Mod Save Stat Mod Save
STR 15 +2 +2 INT 1 -5 -5
DEX 14 +2 +2 WIS 13 +1 +1
CON 14 +2 +2 CHA 7 -2 -2

Senses Passive Perception 11
Languages None
Challenge 1/2 (100 XP; PB +2)

Actions

Multiattack. The crodlu makes two Rend attacks.

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Slashing damage.

Heavy Crodlu
Large Beast, Unaligned

AC 15 Initiative +0 (10)
Hit Points 60 (8d10+16)
Speed 40 ft.

Stat Mod Save Stat Mod Save
STR 17 +3 +5 INT 1 -5 -5
DEX 11 +0 +0 WIS 12 +1 +1
CON 15 +2 +2 CHA 6 -2 -2

Senses Passive Perception 11
Languages None
Challenge 2 (450 XP; PB +2)

Actions
Multiattack. The heavy crodlu makes two attacks, only one of which can be with its Beak.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10+3) Slashing damage.

Beak. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6+3) Piercing damage, and if the target is Large or smaller and the heavy crodlu moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

  • As Mounts: Crodlu and heavy crodlu can both be used as mounts.
    Crodlu: Speed 50 ft.
    Carrying Capacity 300 lb.
    Heavy Crodlu: Speed 40 ft.
    Carrying Capacity 450 lb.

Athasian Sloth
Large Beast, Unaligned

AC 15 Initiative +3 (13)
Hit Points 102 (12d10 + 36)
Speed 60 ft., Climb 30 ft.

Stat Mod Save Stat Mod Save
STR 18 +4 +4 INT 1 -5 -5
DEX 17 +3 +3 WIS 14 +2 +2
CON 16 +3 +3 CHA 8 -1 -1

Resistances Poison
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14
Languages None
Challenge 4 (1,100 XP; PB +2)

Actions
Multiattack. The Athasian sloth makes three attacks, only one of which can be a Bite.

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6+4) Piercing damage.

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8+4) Piercing damage.


Kes’trekel
Tiny Beast, Unaligned

AC 12 Initiative +2 (12)
Hit Points 3 (1d4+1)
Speed 5 ft., Fly 60 ft.

Stat Mod Save Stat Mod Save
STR 4 -3 -3 INT 1 -5 -5
DEX 14 +2 +2 WIS 13 +1 +1
CON 12 +1 +1 CHA 7 -2 -2

Senses passive Perception 11
Languages -
Challenge 0 (10 XP; PB +2)

Actions

Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.

Swarm of Kes’trekels
Large Swarm of Tiny Beasts, Unaligned

AC 12 Initiative +2 (12)
Hit Points 26 (4d10+4)
Speed 5 ft., Fly 60 ft.

Stat Mod Save Stat Mod Save
STR 4 -3 -3 INT 1 -5 -5
DEX 14 +2 +2 WIS 13 +1 +1
CON 12 +1 +1 CHA 7 -2 -2

Resistances Bludgeoning, Piercing, Slashing
Senses Passive Perception 12
Languages None
Challenge 1/2 (100 XP; PB +2)

Traits
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small kes’trekel. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8+2) Piercing damage, or 3 (1d6) Piercing damage if the swarm is Bloodied.


Rasclinn
Small Beast, Unaligned

AC 18 Initiative +2 (12)
Hit Points 14 (4d6)
Speed 90 ft.

Stat Mod Save Stat Mod Save
STR 8 -1 -1 INT 1 -5 -5
DEX 14 +2 +2 WIS 12 +1 +1
CON 11 +0 +0 CHA 6 -2 -2

Resistances Poison, Psychic
Immunities Poisoned
Skills Perception +3
Senses Passive Perception 13
Languages None
Challenge 1/2 (100 XP; PB +2)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Piercing damage.


Rock Cactus
Small Plant, Unaligned

AC 6 Initiative -4 (6)
Hit Points 10 (3d6)
Speed 5 ft.

Stat Mod Save Stat Mod Save
STR 10 +0 +0 INT 1 -5 -5
DEX 2 -4 -4 WIS 10 +0 +0
CON 11 +0 +0 CHA 2 -4 -4

Immunities Blinded, Charmed, Deafened, Frightened, Prone
Senses Blindsight 30 ft., Passive Perception 10
Languages None
Challenge 1/8 (25 XP; PB +2)

Actions

Multiattack. The rock cactus makes two Spike attacks.

Spike. Melee Attack Roll: +2, reach 10 ft. Hit: 2 (1d4) Piercing damage.


Zhackal

Small Monstrosity, Unaligned

AC 13 Initiative +3 (13)

Hit Points 10 (3d6)

Speed 50 ft.

|Stat| Mod |Save |Stat | Mod | Save|

|— | — | — | — | — | —|

|STR 8 | -1 | -1 | INT 7 | -2 | -2|

|DEX 16 | +3 | +3 | WIS 12 | +1 | +3|

|CON 11 | +0 | +0 | CHA 8 | -1 | -1 |

Skills Perception +5

Senses Darkvision 60 ft., Passive Perception 15

Languages None

Challenge 1/2 (100 XP; PB +2)

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4+3) Piercing damage.

Psychic Bolt. Ranged Attack Roll: +4, range 30 ft. Hit: 4 (1d8) Psychic damage.

Invisibility. The zhackal casts Invisibility on itself, requiring no spell components and using Wisdom as the spellcasting ability.


Drik
Gargantuan Beast, Unaligned

AC 18 Initiative -1 (9)
Hit Points 145 (10d20+40)
Speed 20 ft.

Stat Mod Save Stat Mod Save
STR 23 +6 +6 INT 1 -5 -5
DEX 8 -1 -1 WIS 10 +0 +0
CON 19 +4 +7 CHA 4 -3 -3

Senses passive Perception 10
Languages -
Challenge 6 (2,300 XP; PB +3)

Traits
Siege Monster. The drik deals double damage to inanimate objects and structures.

Actions
Multiattack. The drik makes two attacks, only one of which can be a Bite.

Claw. Melee Attack Roll: +9, reach 10 ft.. Hit: 17 (2d10+6) Slashing damage.

Bite. Melee Attack Roll: +9, reach 10 ft. Hit: 13 (2d6+6) Piercing damage.

High Drik
Huge Monstrosity, Typically Neutral Evil

AC 19 Initiative +0 (10)
Hit Points 115 (10d12+50)
Speed 30 ft.

Stat Mod Save Stat Mod Save
STR 20 +5 +5 INT 11 +0 +0
DEX 10 +0 +3 WIS 12 +1 +4
CON 20 +5 +8 CHA 16 +3 +6

Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 7 (2,900 XP; PB +3)

Traits
Magic Resistance. The high drik has Advantage on saving throws against spells or magical effects.

Spellcasting (Defiler). The high drik can cast the following spells, without any components, using Charisma as its spellcasting ability (save DC 14, spell attack +6). When the high drik casts a spell, ordinary vegetation within 10 feet of the high drik withers and dies.
At Will – Detect Magic; Levitate; Magic Missile
2/Day – Scorching Ray (cast at 3rd level, 4 rays)

Siege Monster. The high drik deals double damage to inanimate objects and structures.

Actions
Multiattack. The high drik makes two attacks, only one of which can be a Bite.

Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 12 (2d6+5) Piercing damage and 7 (2d6) Poison damage.

Huge Club. Melee Attack Roll: +8, reach 15 ft. Hit: 15 (3d6+5) Bludgeoning damage.

Claw. Melee Attack Roll: +8, reach 10 ft.. Hit: 12 (2d6+5) Slashing damage.

Arcane Blast. Ranged Attack Roll: +6, range 60. Hit: 13 (3d8) Force damage.

1 Like

Fourth batch (only four this time):
Spider Cactus
Large Plant, Unaligned

AC 15 Initiative -4 (6)
Hit Points 76 (9d10+27)
Speed 5 ft.

Stat Mod Save Stat Mod Save
STR 17 +3 +3 INT 1 -5 -5
DEX 2 -4 -4 WIS 10 +0 +0
CON 17 +3 +3 CHA 2 -4 -4

Immunities Blinded, Charmed, Deafened, Frightened, Prone
Senses Blindsight 30 ft., Passive Perception 10
Languages None
Challenge 2 (450 XP; PB +2)

Actions

Multiattack. The spider cactus makes two Harpooning Spike attacks. It can replace one or both attacks with an use of Reel or Feeding Spike.

Harpooning Spike. Melee Attack Roll: +5, reach 15 ft. Hit: 6 (1d6+3) Piercing damage, and if the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13). The spine can be damaged, freeing a creature it has Grappled when destroyed (AC 13, HP 10, Immunity to Psychic damage). Damaging the spine deals no damage to the spider cactus, and a destroyed spine regrows when the spider cactus next takes a short or long rest.

Reel. The spider cactus pulls a creature Grappled by it up to 10 feet towards itself.

Feeding Spike. Constitution Saving Throw: DC 13, one Grappled creature the spider cactus can see within 5 feet. Failure: 9 (2d8) Necrotic damage. Success: Half damage.


Silt Runner
Small Monstrosity, Typically Chaotic Evil

AC 13 Initiative +2 (12)
Hit Points 10 (3d6)
Speed 90 ft.

Stat Mod Save Stat Mod Save
STR 9 -1 -1 INT 7 -2 -2
DEX 14 +2 +2 WIS 12 +1 +1
CON 11 +0 +0 CHA 8 -1 -1

Skills Stealth +4, Survival +3
Senses Passive Perception 11
Languages Common
Challenge 1/4 (50 XP; PB +2)

Traits
Silt Running. If the silt runner takes a Dash action, it can cross up to 30 feet of silt without sinking.

Actions
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Slashing damage.


Kirre
Large Monstrosity, Unaligned

AC 13 Initiative +4 (14)
Hit Points 76 (9d10+27)
Speed 40 ft.

Stat Mod Save Stat Mod Save
STR 14 +2 +2 INT 7 -2 -2
DEX 15 +2 +4 WIS 14 +2 +2
CON 15 +2 +2 CHA 8 -1 -1

Skills Perception +4, Stealth +4
Senses Blindsight 60 ft., Darkvision 60 ft., Passive Perception 13
Languages None
Challenge 2 (450 XP; PB +2)

Actions
Multiattack. The kirre makes three attacks, using Rend or Psychic Bolt in any combination.

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d6+3) Slashing damage.

Psychic Bolt. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Psychic damage.


I’m quite uncertain of the proper CR for this one. Also, the tagster and tigone had separate stat entries in 2E, but in 2024-5e’s streamlined mechanics, the differences didn’t seem major enough. Any feedback is very welcome.

Psionic Cat (Tagster or Tigone)
Medium Monstrosity, Unaligned

AC 15 Initiative +3 (13)
Hit Points 39 (6d8+12)
Speed 40 ft.

Stat Mod Save Stat Mod Save
STR 14 +2 +2 INT 2 -4 -4
DEX 16 +3 +5 WIS 12 +1 +1
CON 15 +2 +2 CHA 8 -1 -1

Skills Perception +3, Stealth +5
Senses Darkvision 60 ft., Truesight 60 ft., Passive Perception 13
Languages None
Challenge 2 (450 XP; PB +2)

Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) Slashing damage.

Psychic Bolt. Ranged Attack Roll: +3, range 60 ft. Hit: 6 (1d12) Psychic damage.

Bonus Actions
Nimble Escape. The psionic cat takes the Disengage or Hide action.

1 Like

Fifth batch: undead and silt dwellers.

Kragling
Medium or Small Undead, Typically Chaotic Evil

AC 15 Initiative +0 (10)
Hit Points 18 (4d8)
Speed 30 ft.

Stat Mod Save Stat Mod Save
STR 16 +3 +3 INT 10 +0 +0
DEX 10 +0 +0 WIS 11 +0 +0
CON 11 +0 +0 CHA 6 -2 -2

Immunities Blinded, Charmed, Deafened, Exhaustion, Poisoned
Senses Darkvision 60 ft, Passive Perception 10
Languages the languages it knew in life
Challenge 1/2 (100 XP, PB +2)

Traits
Bound Existence. When a kragling is reduced to 0 hit points, it vanishes in a swirl of elemental matter. Unless the krag it serves has been destroyed, the kragling reappears in 1 week in an unoccupied space within 60 feet of the krag it serves.

Bound Soul. The kragling is permanently Charmed by the krag it serves, and this condition can’t be removed. The kragling’s Immunity to being Charmed does not apply to the krag it serves.

Element-Infused. The kragling is linked to one element or paraelement. It has Immunity to one damage type based on its element: Acid (Earth or Silt), Cold (Water), Fire (Fire, Magma, or Sun), or Lightning (Air or Rain). Its Bite also deals this damage type.

Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (2d6) Acid, Cold, Fire, or Lightning damage (see Element-Infused).


Krag

Medium or Small Undead, Typically Chaotic Evil
AC 16 Initiative +1 (11)
Hit Points 119 (14d8+56)
Speed 30 ft.

Stat Mod Save Stat Mod Save
STR 18 +4 +4 INT 10 +0 +0
DEX 10 +0 +3 WIS 11 +0 +3
CON 18 +4 +7 CHA 18 +4 +7

Immunities Blinded, Deafened, Exhaustion, Poisoned
Skills Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew it life
Challenge 6 (2,300 XP, PB +3)

Traits
Element-Infused. The krag is linked to one element or paraelement. It has Immunity to one damage type based on its element: Acid (Earth or Silt), Cold (Water), Fire (Fire, Magma, or Sun), or Lightning (Air or Rain). Its Elemental Strike and Elemental Transfusion also deal this damage type. Any kraglings created by this krag’s Bite are linked to the same element.

Kragling Master. While in a 30-foot Emanation originating from the kragling, any kraglings under this krag’s control have Advantage on saving throws, provided the krag doesn’t have the Incapacitated condition.

Magic Resistance. The krag has Advantage on saving throws against spells or magical effects.

Spellcasting (Psionics). The krag can cast the following spells, without any components, using Charisma as its spellcasting ability (save DC 14).
At Will – Mage Hand, Message, Detect Evil and Good, Detect Thoughts.

Actions
Multiattack. The krag makes two attacks in any combination. It can replace one attack with an use of Elemental Transfusion.

Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6+4) Slashing damage.

Elemental Strike. Ranged Attack Roll: +7, range 60 ft. Hit: 11 (2d6+4) Acid, Cold, Fire, or Lightning damage (see Element-Infused).

Elemental Transfusion. Constitution Saving Throw: DC 15, one creature that isn’t Undead that the krag can see within 5 feet. Failure: 17 (5d6) Acid, Cold, Fire, or Lightning damage (see Element-Infused). Success: Half damage. A Humanoid slain by this attack rises 24 hours later as a kragling under the krag’s control, unless the Humanoid is restored to life or its body is destroyed. The krag can have no more than ten kraglings under its control at a time.

Psychic Blast. (Recharge 6) Wisdom Saving Throw: DC 15, all creatures that aren’t Undead within a 30-foot Cone originating from the krag. Failure: 24 (7d6) Psychic damage. Success: Half damage.


Dhaot
Medium Undead, Chaotic Neutral or Any Evil

AC 17 Initiative +3 (13)
Hit Points 52 (8d8+16)
Speed 30 ft.

Stat Mod Save Stat Mod Save
STR 10 +0 +0 INT 12 +1 +1
DEX 13 +3 +5 WIS 15 +2 +4
CON 14 +2 +2 CHA 13 +1 +1

Resistances Bludgeoning, Piercing, Slashing
Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 12
Languages the languages it knew in life
Challenge 3 (700 XP, PB +2)

Actions
Necrotic Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8+3) Necrotic damage.

Phantasmal Force. (3/Day) The dhaot casts Phantasmal Force, requiring no spell components and using Charisma as the spellcasting ability (Wisdom saving throw DC 16).


Dwarf Banshee
Medium Undead, Typically Lawful Evil

AC 19 Initiative +1 (11)
Hit Points 110 (13d8+52)
Speed 30 ft.

Stat Mod Save Stat Mod Save
STR 22 +6 +6 INT 10 +0 +0
DEX 12 +1 +4 WIS 12 +1 +1
CON 19 +4 +7 CHA 18 +4 +7

Resistances Bludgeoning, Piercing, Slashing; Fire, Necrotic
Immunities Exhaustion, Grappled, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 11
Languages Dwarven, one other language it knew in life
Challenge 9 (5,000 XP, PB +4)

Traits
Magic Resistance. The dwarf banshee has Advantage on saving throws against spells or magical effects.

Rejuvenation. When the dwarf banshee is reduced to 0 hit points, it vanishes into apparent nothingness. Unless its focus has somehow been completed, the dwarf banshee reappears at the next sunset under the open sky somewhere within 1 mile.

Actions
Multiattack. The dwarf banshee makes two Slam attacks.

Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6+5) Bludgeoning damage and 7 (2d6) Necrotic damage.

Confusion. (1/Day) The dwarf banshee casts Confusion, requiring no spell components and using Charisma as the spellcasting ability (Wisdom saving throw DC 16).

Death Field. (Recharge 6) Constitution Saving Throw: DC 16, all creatures that aren’t Undead in a 30-foot-radius Sphere centered on the dwarf banshee. Failure: 21 (6d6) Necrotic damage. Success: Half damage.


Yes, it’s size H in 2e, but “40’ across” which should be Gargantuan in 5e.

Sand or Silt Vortex
Gargantuan Aberration, Unaligned

AC 17 Initiative +0 (10)
Hit Points 161 (14d12+70)
Speed 5 ft.

Stat Mod Save Stat Mod Save
STR 22 +6 +10 INT 2 -4 -4
DEX 10 +0 +0 WIS 10 +0 +0
CON 21 +5 +9 CHA 8 -1 -1

Skills Perception +4, Stealth +8
Senses Blindsight 120 ft., Tremorsense 120 ft., Passive Perception 14
Languages None
Challenge 7 (2,900 XP; PB +3)

Traits
Silt Dweller. The vortex can breathe while submerged in silt, and can move through silt at its normal speed.

Actions
Bite. Melee Attack Roll: +9, reach 10 ft. Hit: 32 (4d12+6) Piercing damage.

Inhalation (Recharge 5-6). Strength Saving Throw: DC 17, one Huge or smaller creature within 60 feet that the vortex can sense. Failure: 28 (4d10 + 6) Bludgeoning damage, and the target is pulled up to 60 feet straight toward the vortex and has the Prone condition. Success: Half damage only.


Like the psionic cats, I combined slightly different 2e stat blocks here.

Silt Horror
Gargantuan Aberration, Unaligned

AC 13 Initiative +2 (12)
Hit Points 217 (14d20+70)
Speed 20 ft.

Stat Mod Save Stat Mod Save
STR 22 +6 +10 INT 2 -4 -4
DEX 6 -2 +2 WIS 10 +0 +0
CON 21 +5 +9 CHA 8 -1 -1

Skills Perception +4, Stealth +6
Senses Passive Perception 14
Languages Common
Challenge 9 (5,000 XP; PB +4)

Traits
Mimicry. The silt horror can mimic simple sounds it has heard, such as a whisper or mumble. A hearer can discern the sounds are imitations with a successful DC 12 Wisdom (Insight) check.

Silt Dweller. The silt horror can breathe while submerged in silt, and can move through silt at its normal speed.

Actions
Multiattack. The silt horror makes three Tentacle attacks. It can replace one or more attacks with an use of Reel.

Tentacle. Melee Attack Roll: +10, reach 30 ft. Hit: 15 (2d8+6) Bludgeoning damage, and if the target is a Huge or smaller creature, it has the Grappled condition (escape DC 18).

Reel. The silt horror pulls one creature Grappled by it up to 25 feet toward itself.

1 Like

One wyrm, and four drakes:

Spinewyrm
Large Monstrosity, Unaligned

AC 17 (natural) Initiative +1 (11)
Hit Points 76 (9d10+27)
Speed 30 ft., Fly 40 ft.

Stat Mod Save Stat Mod Save
STR 17 +3 +3 INT 6 -2 -2
DEX 14 +2 +4 WIS 12 +1 +1
CON 16 +3 +3 CHA 8 -1 -1

Senses darkvision 60 ft, passive Perception 11
Languages None
Challenge 3 (700 XP, PB +2)

Actions
Multiattack. The spinewyrm makes one Bite attack and uses Constrict. Alternately, it makes two Shoot Spine attacks.

Bite. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6+3) Piercing damage.

Constrict. Strength Saving Throw: DC 13, one Large or smaller creature that the spinewyrm can see within 10 feet. Failure: 10 (2d6+3) Bludgeoning damage, and the target has the Grappled condition (escape DC 13).

Shoot Spine. Ranged Attack Roll: +5, range 30/60 ft. Hit: 8 (1d10+3) Piercing damage.


Air Drake
Gargantuan Elemental, Neutral

AC 19 Initiative +2 (12)
Hit Points 294 (19d20+95)
Speed 40 ft., Fly 80 ft.

Stat Mod Save Stat Mod Save
STR 25 +7 +7 INT 4 -3 -3
DEX 15 +2 +8 WIS 17 +3 +9
CON 20 +5 +5 CHA 19 +4 +10

Resistances Lightning, Thunder
Immunities Charmed, Frightened, Petrified, Poisoned, Stunned
Skills Perception +15
Senses darkvision 60 ft, passive Perception 25
Languages Common, Primordial (Auran)
Challenge 19 (22,000 XP; PB +6)

Traits
Legendary Resistance (2/Day) If the air drake fails a saving throw, it can choose to succeed instead.

Spellcasting. The air drake casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks).
At Will – Fog Cloud, Gust of Wind.
2/Day – Lightning Bolt.

Actions
Multiattack. The air drake makes two Rend attacks. It can replace one attack with an use of Lightning Arc.

Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 14 (2d6+7) Slashing damage and 7 (2d6) Lightning damage.

Lightning Arc. Dexterity Saving Throw: DC 21, one creature within 150 feet. Failure: 21 (6d6) Lightning damage. Success: Half damage.

Legendary Actions

Legendary Action Uses: 2. Immediately after another creature’s turn, the drake can expend a use to take one of the following actions. The drake regains all expended uses at the start of each of its turns.

Surging Attack. The air drake moves up to half its speed without provoking an attack of opportunity, and it makes one Rend attack.

Lightning Arc. The air drake uses its Lightning Arc action. It can’t take this action again until the start of its next turn.

Call the Winds. The air drake uses Spellcasting to cast Gust of Wind. It can’t take this action again until the start of its next turn.

–

Earth Drake
Gargantuan Elemental, Typically Neutral

AC 21 Initiative +0 (10)
Hit Points 310 (20d20+100)
Speed 40 ft., Burrow 40 ft.

Stat Mod Save Stat Mod Save
STR 27 +8 +14 INT 4 -3 -3
DEX 10 +0 +6 WIS 16 +3 +3
CON 21 +5 +11 CHA 16 +3 +9

Resistances Acid, Thunder
Immunities Charmed, Frightened, Petrified, Poisoned, Stunned
Skills Perception +15
Senses darkvision 60 ft, passive Perception 25
Languages Common, Primordial (Terran)
Challenge 19 (22,000 XP; PB +6)

Traits
Legendary Resistance (2/Day) If the earth drake fails a saving throw, it can choose to succeed instead.

Siege Monster. The earth drake deals double damage to inanimate objects and structures.

Actions
Multiattack. The earth drake makes two attacks in any combination.

Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (4d6+8) Slashing damage.

Tail. Melee Attack Roll: +14, reach 30 ft. Hit: 17 (2d8+8) Bludgeoning damage, and if the target is a Large or smaller creature, it has the Prone condition.

Boulder Spew. Ranged Attack Roll: +14, range 60/240. Hit: 21 (3d8+8) Bludgeoning damage.

Legendary Actions

Legendary Action Uses: 2. Immediately after another creature’s turn, the drake can expend a use to take one of the following actions. The drake regains all expended uses at the start of each of its turns.

Surging Attack. The earth drake moves up to half its speed without provoking an attack of opportunity, and it makes one Rend attack.

Boulder Spew. The earth drake uses its Boulder Spew attack. It can’t take this action again until the start of its next turn.

Earthquake (Costs 2 Actions). Strength Saving Throw: DC 22; all creatures in a 30-foot Cone. Failure: 21 (6d6) Thunder damage. Success: Half damage.

–

Fire Drake
Gargantuan Elemental, Neutral Evil

AC 19 Initiative +2 (12)
Hit Points 279 (18d20+90)
Speed 40 ft.

Stat Mod Save Stat Mod Save
STR 26 +8 +8 INT 4 -3 -3
DEX 15 +2 +8 WIS 16 +3 +9
CON 20 +5 +11 CHA 19 +4 +10

Immunities Fire; Charmed, Frightened, Petrified, Poisoned, Stunned
Skills Perception +15
Senses darkvision 60 ft, passive Perception 25
Languages Common, Primordial (Ignan)
Challenge 18 (20,000 XP; PB +6)

Traits
Legendary Resistance (2/Day) If the fire drake fails a saving throw, it can choose to succeed instead.

Spellcasting. The fire drake casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks).

At Will – Pyrotechnics, Scorching Ray.
2/Day – Fireball.

Actions
Multiattack. The fire drake makes two attacks in any combination.

Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 15 (2d6+8) Slashing damage and 9 (2d8) Fire damage.

Fire Spit. Ranged Attack Roll: +14, range 60/240. Hit: 22 (4d6+8) Fire damage.

Legendary Actions

Legendary Action Uses: 2. Immediately after another creature’s turn, the drake can expend a use to take one of the following actions. The drake regains all expended uses at the start of each of its turns.

Surging Attack. The fire drake moves up to half its speed without provoking an attack of opportunity, and it makes one Rend attack.

Fire Spit. The fire drake uses its Fire Spit attack. It can’t take this action again until the start of its next turn.

Spell. The fire drake uses Spellcasting to cast either Pyrotechnics or Scorching Ray. It can’t take this action again until the start of its next turn.

–

Water Drake
Huge Elemental, Neutral

AC 20 Initiative +1 (11)
Hit Points 276 (24d12+120)
Speed 40 ft., swim 40 ft.

Stat Mod Save Stat Mod Save
STR 26 +8 +14 INT 4 -3 -3
DEX 13 +1 +7 WIS 16 +3 +3
CON 21 +5 +11 CHA 19 +4 +10

Immunities Cold; Charmed, Frightened, Petrified, Poisoned, Stunned
Skills Perception +15
Senses darkvision 60 ft, passive Perception 25
Languages Common, Primordial (Aquan)
Challenge 18 (20,000 XP; PB +6)

Traits
Legendary Resistance (2/Day) If the water drake fails a saving throw, it can choose to succeed instead.

Spellcasting. The water drake casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks).
2/Day – Create and Destroy Water, Ice Storm.

Actions
Multiattack. The water drake makes two attacks. It can replace one attack with an use of Freezing Surge.

Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 15 (2d6+8) Slashing damage and 9 (2d8) Cold damage.

Freezing Surge. Dexterity Saving Throw: DC 22, one creature within 150 feet. Failure: 21 (6d6) Cold damage. Success: Half damage.

Legendary Actions

Legendary Action Uses: 2. Immediately after another creature’s turn, the drake can expend a use to take one of the following actions. The drake regains all expended uses at the start of each of its turns.

Surging Attack. The water drake moves up to half its speed without provoking an attack of opportunity, and it makes one Rend attack.

Freeze. The water drake uses its Freezing Surge action.

Surging Tide. (Costs 2 Actions). Strength Saving Throw: DC 22; all creatures in a 30-foot Cone. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage.

Ok, this guy probably deserves a post to himself. This was an attempt to compromise between the simpler, new format and all the things he should be able to do; it’s probably flawed.

Dragon of Tyr
Gargantuan Dragon, Lawful Evil

Armor Class 23
Hit Points 560 (32d20+224)
Speed 50 ft, fly 80 ft

Stat Mod Save Stat Mod Save
STR 25 +7 +16 INT 25 +7 +7
DEX 13 +1 +10 WIS 18 +4 +13
CON 25 +7 +16 CHA 19 +4 +4

Immunities Fire; Charmed, Frightened, Paralyzed, Petrified, Stunned
Skills Arcana +16, Athletics +16, Perception +22
Senses Darkvision 120 ft, Truesight 120 ft, passive Perception 32
Languages all
Challenge 29 (135,000 XP; PB +9)

Traits
Defiling Regeneration. The Dragon regains 10 hit points per round unless reduced to 0 hit points. Whenever the Dragon regains hit points in this way, ordinary vegetation within 10 feet of the Dragon withers and dies.

Engine of Inexorable Destruction. The Dragon can’t be Grappled or Restrained except by Gargantuan creatures.

Legendary Resistance (3/Day). If the Dragon fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Dragon has advantage on saving throws against spells and magical effects.

Spellcasting (Defiler). The Dragon can cast the following spells, without any components, using Charisma as its spellcasting ability (spell save DC 24, +16 to hit with spell attacks). When the Dragon casts a spell, ordinary vegetation within 30 feet of the Dragon withers and dies.
At Will - Dispel Magic, Lightning Bolt, Scorching Ray
2/Day - Cone of Cold (cast at 7th level, 10d8 Cold damage), Counterspell, Dimension Door, Finger of Death, Teleport

Actions

Multiattack. The Dragon makes three attacks, only one of which can be a Bite.

Mental Bolt. Ranged Attack Roll: +16, range 120 ft. Hit: 22 (4d10) Psychic damage.

Claw. Melee Attack Roll: +16, reach 20 ft. Hit: 25 (4d8+7) Slashing damage.

Bite. Melee Attack Roll: +16 to hit, reach 20 ft. Hit: 33 (4d12+7) Piercing damage and 13 (2d12) Fire damage.

Tail. Melee Attack Roll: +16 to hit, reach 30 ft. Hit: 21 (4d6+7) Bludgeoning damage.

Breath Weapon (Recharge 5-6). Dexterity Saving Throw: DC 24, all creatures in a 90-foot Cone. Failure: 52 (15d6) fire damage and 52 (15d6) bludgeoning damage. Success: Half damage.

Psionic Ultrablast (1/Day). Wisdom Saving Throw: DC 24, all creatures in a 30-foot radius centered on the Dragon. Failure: 90 (20d8) Psychic damage. Success: Half damage.

Reactions

Counterspell (2/Day). The Dragon uses Spellcasting (Defiler) to cast Counterspell.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the Dragon of Tyr 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.

Mental Bolt. The Dragon makes a Mental Bolt attack.

Tail. The Dragon makes a Tail attack.

Dragon’s Stride. The Dragon moves up to half its Speed without provoking attacks of opportunity.

Consume Life (Costs 2 Actions). Constitution Saving Throw: DC 24, each creature that isn’t Undead in a 60-foot radius. Failure: 21 (6d6) Necrotic damage. Success: Half damage.

Razorwing
Medium Beast, Unaligned

AC 14 Initiative +2 (12)
Hit Points 27 (5d8+5)
Speed 10 ft., fly 80 ft.

Stat Mod Save Stat Mod Save
STR 13 +1 +1 INT 4 -3 -3
DEX 15 +2 +2 WIS 14 +2 +2
CON 12 +1 +1 CHA 7 -2 -2

Skills Perception +4, Stealth +6
Senses Blindsight 60 ft., Passive Perception 14
Languages None
Challenge 1/2 (100 XP, PB +2)

Actions
Multiattack. The razorwing makes one Bite attack and one Wingslash attack.

Bite. Melee Attack Roll: +3, reach 10 ft. Hit: 4 (1d6+1) Piercing damage.

Wingslash. Melee Attack Roll: +3, reach 10 ft. Hit: 5 (1d8+1) Slashing damage.


Pterrax
Large Monstrosity, Unaligned

AC 13 Initiative +0 (10)
Hit Points 52 (7d10+14)
Speed 10 ft., fly 30 ft.

Stat Mod Save Stat Mod Save
STR 16 +3 +3 INT 1 -5 -5
DEX 12 +1 +1 WIS 13 +1 +1
CON 14 +2 +2 CHA 8 -1 -1

Skills Perception +3
Senses Passive Perception 13
Languages None
Challenge 1 (200 XP, PB +2)

Actions
Multiattack. The pterrax makes one Bite attack and one Claw attack.

Bite. Melee Attack Roll: +5, reach 10 ft. Hit: 7 (1d8+3) Piercing damage.

Claw. Melee Attack Roll: +5, reach 10 ft. Hit: 6 (1d6+3) Slashing damage.


Flailer
Small Monstrosity, Unaligned

AC 19 (natural) Initiative +0 (10)
Hit Points 84 (13d6+39)
Speed 30 ft.

Stat Mod Save Stat Mod Save
STR 15 +2 +2 INT 9 -1 -1
DEX 10 +0 +0 WIS 10 +0 +0
CON 16 +3 +3 CHA 7 -2 -2

Skills Stealth +4
Senses Darkvision 60 ft., Passive Perception 10
Languages None
Challenge 3 (700 XP, PB +2)

Actions
Multiattack. The flailer makes one Bite attack and two Claw attacks.

Bite. Melee Attack Roll: +4, reach 10 ft. Hit: 7 (1d10+2) Piercing damage.

Claw. Melee Attack Roll: +4, reach 10 ft. Hit: 5 (1d6+2) Slashing damage.

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Cistern Fiend
Gargantuan Monstrosity, Unaligned

AC 20 Initiative +1 (11)
Hit Points 135 (10d20+30)
Speed 30 ft., swim 30 ft.

Stat Mod Save Stat Mod Save
STR 21 +5 +5 INT 1 -5 -5
DEX 13 +1 +1 WIS 12 +1 +1
CON 17 +3 +3 CHA 4 -3 -3

Senses Darkvision 60 ft., Passive Perception 12
Languages None
Challenge 6 (2,300 XP; PB +3)

Actions
Proboscis. Melee Attack Roll: +8, reach 10 ft. Hit: 23 (4d8+5) Piercing damage, and if the target is a Huge or smaller creature, it has the Grappled condition (escape DC 16).

Blood Drain. Constitution Saving Throw: DC 16, one Grappled creature within 10 feet. Failure: 33 (6d10) necrotic damage. Success: Half damage.


Cloud Ray
Gargantuan Monstrosity, Unaligned

AC 15 Initiative +0 (10)
Hit Points 217 (15d20+60)
Speed 5 ft., fly 60 ft.

Stat Mod Save Stat Mod Save
STR 25 +7 +7 INT 1 -5 -5
DEX 10 +0 +4 WIS 14 +2 +2
CON 19 +4 +8 CHA 6 -2 -2

Senses Darkvision 60 ft., Passive Perception 12
Languages None
Challenge 10 (5,900 XP; PB +4)

Actions
Multiattack. The cloud ray makes one Bite and one Tail attack.

Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 29 (4d10+7) Piercing damage, and if the target is a Huge or smaller creature, it has the Grappled condition (escape DC 16).

Tail. Melee Attack Roll: +11, reach 20 ft. Hit: 20 (2d12+7) Bludgeoning damage.

Elder Cloud Ray
Gargantuan Monstrosity, Unaligned

AC 15 Initiative +0 (10)
Hit Points 462 (25d20+200)
Speed 5 ft., fly 60 ft.

Stat Mod Save Stat Mod Save
STR 27 +8 +15 INT 1 -5 -5
DEX 10 +0 +7 WIS 14 +2 +9
CON 27 +8 +15 CHA 6 -2 -2

Skills Perception +8
Senses Darkvision 60 ft., Passive Perception 19
Languages None
Challenge 23 (50,000 XP; PB +7)

Traits
Legendary Resistance (3/Day). If the elder cloud ray fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The elder cloud ray makes one Tail attack and either makes one Bite attack or uses Grinding Jaws.

Tail. Melee Attack Roll: +15, reach 20 ft. Hit: 21 (3d8+8) Bludgeoning damage.

Bite. Melee Attack Roll: +15, reach 10 ft. Hit: 40 (5d12+8) Piercing damage, and if the target is a Huge or smaller creature, it has the Grappled condition (escape DC 23).

Grinding Jaws. Strength Saving Throw: DC 23, one Huge or smaller creature Grappled by the elder cloud ray. Failure: 49 (14d6) Slashing damage. Success: Half damage.

Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, the elder cloud ray can expend a use to take one of the following actions. The ray regains all expended uses at the start of each of its turns.

Tail. The elder cloud ray makes a Tail attack.

Flyby. The elder cloud ray moves half its Fly speed without provoking an attack of opportunity.

Slice and Dice (Costs 2 Actions). The elder cloud ray uses Grinding Jaws.

Psionic Screech (Costs 3 Actions). Wisdom Saving Throw: DC 17, all creatures within 30 feet of the elder cloud ray. Failure: 33 (6d10) psychic damage. Success: Half damage.

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