Monster Manual

I'm sure many others, just as I did, would prefer having a full manual of monsters ready to use for their Open Legend games, and that is why I wrote this product. It contains a wide variety of monsters converted to Open Legend from the 5th edition of the world's greatest roleplaying game. All monsters have been converted according to their appropriate challenge rating.


If you like this product, please consider supporting me via donation to my PayPal account: "*jaganacb@gmail.com*".

This Monster Manual doesn't contain any lore. For lore on these monsters, you can purchase the official Monster Manual, found in your local gaming store or here: http://dnd.wizards.com/products/tabletop-games/rpg-products/monster-manual


License Notice “This product was created under the Open Legend Community License and contains material that is copyright to Seventh Sphere Entertainment. Such use of Seventh Sphere Entertainment materials in this product is in accordance with the Open Legend Community License and shall not be construed as a challenge to the intellectual property rights reserved by Seventh Sphere Entertainment. Seventh Sphere Entertainment and Open Legend RPG and their respective logos are trademarks of Seventh Sphere Entertainment in the U.S.A. and other countries.


The full-text Open Legend Community License can be found at http://www.openlegendrpg.com/community-license.”



Aboleth

Large aberration, lawful evil

Level 5, BOSS monster


  • Hit points: 75
  • Guard: 22
  • Toughness: 18
  • Resolve: 16
  • Speed: 10ft., swim 40ft.

  • Feats: Multiattack specialist III, Attack Specialization III (tentacle), Heightened Invocation III
  • Languages: Deep Speech, telepathy 120ft.
  • Boss edge: 2

Attributes

Primary

Might: 8 (3d8)

Learning: 8 (3d8)

Influence: 8 (3d8)

Secondary

Fortitude: 6 (2d8)

Logic: 6 (2d8)

Perception: 6 (2d8)

Will: 6 (2d8)

Entropy: 6 (2d8)

Prescience: 6 (2d8)


Special

Amphibious. The aboleth can breathe air and water.

Disease. Upon using "Persistent Damage" bane, the target is inflicted by the aboleth's disease. While this bane is in effect, the target's skin is translucent and slimy, it cannot regain hit points unless it is underwater, and it takes 1d8 damage from dehydration every 10 minutes while outside a body of water. The target cannot take a move action to resist this bane at the beginning of its turn.


Favored Actions

Multiattack specialist. The aboleth can make up to 4 additional attacks, and reduces the disadvantage penalty for multiple attacks by 3.

Tentacle attack: Might (3d8, advantage 5) vs. Guard. Banes: Fatigued, Persistent damage (disease)

Enslave: Bane, Dominated, Power Level 5. Influence (3d8) vs. Resolve.

Probing Telepathy: Bane, Mind Dredge, Power Level 6. Prescience (2d8) vs. Resolve.


Angels


Deva

Medium celestial, lawful good

Level 5


  • Hit points: 32
  • Guard: 20
  • Toughness: 15
  • Resolve: 18
  • Speed: 30ft., fly 90ft.

  • Feats: Alternate form II, Attribute substition II (Presence-->Might), Boon focus II (Heal), Flying
  • Languages: All, telepathy 120ft.

Attributes

Primary

Presence: 6 (2d8)

Perception: 6 (2d8)

Secondary

Agility: 4 (1d10)

Might: 2 (1d6)

Fortitude: 3 (1d8)

Will: 2 (1d6)

Creation: 4 (1d10)


Special

Alternate form. The deva transforms into a medium sized humanoid creature. While in this form, she retains all of her base statistics, but loses the "Alternate form II" and "Flying" feats and gains "Attack specialization II (mace)" instead.


Favored Actions

Mace: Presence (2d8) vs. Guard. Banes: Knockdown, Stunned, Forced Move

Heal: Boon, Heal, Power Level 6. Presence (2d8), Minor Action.

Change shape. Feat, Alternate Form, 1 focus action.


Planetar

Large celestial, lawful good

Level 8


  • Hit points: 41
  • Guard: 25 (plate armor)
  • Toughness: 15
  • Resolve: 20
  • Speed: 40ft., fly 120ft.

  • Feats: Tough as nails, Attribute substition II (Presence-->Might), Boon focus II (Heal), Flying, Attack Specialization II (Greatsword), Multi-attack specialist II
  • Languages: All, telepathy 120ft.

Attributes

Primary

Presence: 8 (3d8)

Perception: 8 (3d8)

Secondary

Agility: 4 (1d10)

Might: 2 (1d6)

Fortitude: 3 (1d8)

Will: 2 (1d6)

Creation: 4 (1d10)


Favored Actions

Multiattack: The planetar can make up to 5 additional attacks, and reduces the disadvantage penalty for multiple attacks by 2.

Greatsword: Presence (3d8, advantage 2) vs. Guard. Banes: Forced Move, Knockdown

Heal: Boon, Heal, Power Level 8. Presence (3d8), Minor Action.



Solar

Large celestial, lawful good

Level 10, BOSS monster


  • Hit points: 100
  • Guard: 26
  • Toughness: 21
  • Resolve: 26
  • Speed: 50ft., fly 150ft.

  • Feats: Tough as nails II, Diehard, Attribute substitution II (Presence-->Might), Boon focus II (Heal), Flying, Attack Specialization II (Greatsword), Multi-attack specialist II, Attribute substitution II (Presence-->Entropy)
  • Languages: All, telepathy 120ft.
  • Boss edge: 4

Attributes

Primary

Presence: 10 (4d8)

Perception: 10 (4d8)

Secondary

Agility: 6 (2d8)

Might: 4 (1d10)

Fortitude: 5 (2d6)

Will: 6 (2d8)

Creation: 6 (2d8)


Favored Actions

Multiattack: The solar can make up to 6 additional attacks, and reduces the disadvantage penalty for multiple attacks by 2.

Greatsword: Presence (3d8, advantage 6) vs. Guard. Banes: Forced Move, Knockdown

Slaying longbow: Bane, Death, Power Level 9. Presence (4d8) vs. Toughness.

Blinding gaze. Bane, Blinded, Power Level 5. Creation (2d8) vs. Guard.

Heal: Boon, Heal, Power Level 8. Presence (4d8), Minor Action.

Animated objects


Animated armor

Medium construct, unalligned

Level 1


  • Hit points: 25
  • Guard: 19
  • Toughness: 15
  • Resolve: 10
  • Speed: 25ft.

  • Feats: Multi-attack specialist I, Tough as nails
  • Languages: -

Attributes

Primary

Might: 5 (2d6)

Fortitude: 5 (2d6)

Secondary

Agility: 4 (1d10)


Favored Actions

Multiattack: Animated armor can make up to 2 additional attacks, and reduces the disadvantage penalty for multiple attacks by 1.

Slam: Might (2d6) vs. Guard. Banes: Knockdown


Flying Sword

Small construct, unalligned

Level 1


  • Hit points: 20
  • Guard: 19
  • Toughness: 15
  • Resolve: 10
  • Speed: 0ft., fly 50ft.

  • Feats: Flying, Attack Specialist I (longsword)
  • Languages: -

Attributes

Primary

Agility: 5 (2d6)

Fortitude: 5 (2d6)

Secondary

Might: 4 (1d10)


Favored Actions

Longsword: Agility (2d6, advantage 1) vs. Guard. Banes: Persistent Damage, Disarmed

Ankheg


Ankheg

Large monstrosity, unalligned

Level 2


  • Hit points: 18
  • Guard: 15
  • Toughness: 14
  • Resolve: 10
  • Speed: 30ft., burrow 10ft.

  • Feats: Attack Specialist II (Acid)
  • Languages: -

Attributes

Primary

Might: 5 (2d6)

Energy: 5 (2d6)

Secondary

Perception: 4 (1d10)

Fortitude: 4 (1d10)


Favored Actions

Bite: Might (2d6) vs. Guard. Banes: Immobile

Acid Spray: Energy (2d6) vs. Guard, 20ft. long, 10ft. high, 5ft. wide line. Banes: Persistent Damage


Azer


Azer

Medium elemental, lawful neutral

Level 2


  • Hit points: 23
  • Guard: 17
  • Toughness: 14
  • Resolve: 11
  • Speed: 30ft.

  • Feats: Battlefield retribution, Attack specialization I (Warhammer), Tough as nails, Diehard
  • Languages: -

Attributes

Primary

Might: 4 (1d10)

Energy: 4 (1d10)

Secondary

Agility: 3 (1d8)

Fortitude: 3 (1d8)

Logic: 1 (1d4)

Perception: 3 (1d8)

Will: 1 (1d4)


Favored Actions

Warhammer: Might (1d10, advantage 1) vs. Guard. Banes: Knockdown, Stunned, Forced Move

Heated warhammer: Energy (1d10) vs. Guard. Banes: Persistent Damage, Knockdown, Stunned, Forced Move

Bazilisk


Bazilisk

Medium monstrosity, unalligned

Level 3, BOSS monster


  • Hit points: 60
  • Guard: 17
  • Toughness: 17
  • Resolve: 16
  • Speed: 20ft.

  • Feats: Attack Specialization IIII (Bite)
  • Languages: -
  • Boss edge: 2

Attributes

Primary

Might: 7 (2d10)

Influence: 7 (2d10)

Fortitude: 7 (2d10)

Secondary

Perception: 6 (1d10)

Will: 6 (1d10)


Favored Actions

Bite: Might (2d10, advantage 6) vs. Guard. Banes: Immobile, Knockdown

Petrifying gaze: Bane, Incapacitated, Power Level 7. Influence (2d10) vs. Resolve.


Behir


Behir

Huge monstrosity, neutral evil

Level 5, BOSS monster


  • Hit points: 70
  • Guard: 18
  • Toughness: 24
  • Resolve: 16
  • Speed: 50ft., climb 40ft.

  • Feats: Attack specialization II (bite), Climbing, Diehard, Overpowering strike, Crushing blow
  • Languages: Draconic
  • Boss edge: 2

Attributes

Primary

Fortitude: 8 (3d8)

Might: 8 (3d8)

Energy: 8 (3d8)

Secondary

Presence: 6 (2d8)

Logic: 6 (2d8)

Perception: 6 (2d8)

Will: 6 (2d8)

Entropy: 6 (2d8)

Prescience: 6 (2d8)


Special

Swallow. If the behir inflicts an Immobile bane on an already immobile target, it can swallow it. Swallow automatically inflicts the Blinded and Persistent damage (acid) banes on the target, but the target cannot be directly attacked while this feature is in effect; these banes cannot be resisted until the behir takes at least 10 points of damage from the target of the attack in a single round, at which point it regurgitates all creatures that are swallowed.


Favored Actions

Bite: Might (3d8, advantage 4) vs. Guard. Banes: Immobile

Lightning breath: Energy (3d8, advantage 2) vs. Guard, 20ft. long, 10ft. high, 5ft. wide line. Banes: Persistent damage, Stunned

Bugbear


Bugbear

Medium humanoid (goblinoid), chaotic evil

Level 1


  • Hit points: 18
  • Guard: 19
  • Toughness: 14
  • Resolve: 10
  • Speed: 30ft.

  • Feats: Martial focus (Morningstar), Lethal strike I
  • Languages: -

Attributes

Primary

Might: 5 (2d6)

Secondary

Agility: 4 (1d8)

Fortitude: 4 (1d10)

Perception: 3 (1d8)


Favored Actions

Morningstar: Might (2d8) vs. Guard. Banes: Knockdown, Stunned, Forced Move

Javelin: Might (2d6) vs. Guard. Banes: Persistent damage, Knockdown


Bullete


Bullete

Large monstrosity, unalligned

Level 5


  • Hit points: 18
  • Guard: 19
  • Toughness: 14
  • Resolve: 10
  • Speed: 40ft., burrow 40ft.

  • Feats: Martial focus (Bite), Attack Specialization II (Bite), Attack Specialization II (Jump), Great Leap
  • Languages: -

Attributes

Primary

Might: 6 (2d8)

Fortitude: 6 (2d8)

Secondary

Presence: 4 (1d10)

Perception: 4 (1d10)

Will: 4 (1d10)


Favored Actions

Bite: Might (2d10, advantage 2) vs. Guard. Banes: Immobile

Jump: Might (2d8) vs. Guard, 10ft. cube. Banes: Knockdown

Centaur


Centaur

Large monstrosity, neutral good

Level 2


  • Hit points: 18
  • Guard: 19
  • Toughness: 14
  • Resolve: 14
  • Speed: 50ft.

  • Feats: Attack Specialization I (longbow), Longshot (Agility), Fast tracker, Great leap
  • Languages: Elvish, Sylvan

Attributes

Primary

Agility: 5 (2d6)

Perception: 5 (2d6)

Secondary

Might: 4 (1d10)

Will: 4 (1d10)


Favored Actions

Longbow: Agility (2d6, advantage 1) vs. Guard. Banes: Persistent Damage, Immobile

Hooves: Might (1d10) vs. Guard. Banes: Force Move, Knockdown

Pike: Agility (2d6) vs. Guard. Banes: Persistent Damage, Disarmed, Immobile


Chimera


Chimera

Large monstrosity, chaotic evil

Level 3, BOSS monster


  • Hit points: 55
  • Guard: 17
  • Toughness: 22
  • Resolve: 15
  • Speed: 30ft., fly 60ft.

  • Feats: Multi-target specialist III (melee), Flying
  • Languages: understands Draconic but can't speak
  • Boss edge: 2

Attributes

Primary

Might: 7 (2d10)

Fortitude: 7 (2d10)

Energy: 7 (2d10)

Secondary

Perception: 5 (2d6)

Will: 5 (2d6)


Favored Actions

Multiattack: Chimera reduces the disadvantage caused by attacking multiple targets by 3.

Bite: Might (2d10, advantage 2) vs. Guard. Banes: Immobile

Horns: Might (2d10, advantage 2) vs. Guard. Banes: Force Move, Knockdown

Claws: Might (2d10, advantage 2) vs. Guard. Banes: Knockdown, Persistent Damage

Fire breath: Energy (2d10, disadvantage 1) vs. Guard, 15-foot cone. Banes: Persistent Damage.

Chuul


Chuul

Large aberration, chaotic evil

Level 4


  • Hit points: 20
  • Guard: 16
  • Toughness: 21
  • Resolve: 15
  • Speed: 30ft., swim 30ft.

  • Feats: Multiattack specialist III, Energy resistance IV (poison)
  • Languages: Elvish, Sylvan

Attributes

Primary

Might: 6 (2d8)

Fortitude: 6 (2d8)

Secondary

Perception: 5 (2d6)

Will: 5 (2d6)


Favored Actions

Multiattack: Chuul can make up to 3 additional attacks, and reduces the disadvantage caused by multiple attacks by 3.

Pincer: Might (2d8) vs. Guard. Banes: Immobile, Persistent damage


Cockatrice


Cockatrice

Small monstrosity, unalligned

Level 1


  • Hit points: 16
  • Guard: 15
  • Toughness: 13
  • Resolve: 10
  • Speed: 20ft. fly 40ft.

  • Feats: Flying
  • Languages: -

Attributes

Primary

Agility: 5 (2d6)

Secondary

Fortitude: 3 (1d8)


Favored Actions

Bite: Agility (2d6) vs. Guard. Banes: Incapacitated

Darkmantle


Darkmantle

Small monstrosity, unalligned

Level 1


  • Hit points:
  • Guard:
  • Toughness:
  • Resolve:
  • Speed: 10ft. fly 30ft.

  • Feats: Flying, Bane focus (Blinded)
  • Languages: -

Attributes

Primary

Agility: 5 (2d6)

Secondary

Fortitude: 3 (1d8)

Special

Echolocation: The darkmantle uses echolocation to locate foes that are within 60ft. of it and doesn't have sight. Deafening the darkmantle inflicts the Blinded bane upon it.

False appearance: While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.


Favored Actions

Crush: Agility (2d6) vs. Guard. Banes: Blinded.

If the darkmantle inflicts a Blinded bane on its target using Crush attack, it attaches itself to it. While attached to the target, the darkmantle cannot attack any other target but it, has advantage 1 on attack rolls against it, has a speed of 0, and moves with the target. The target must spend a Major Action (as opposed to the usual Move action) to get rid of the Blinded bane (and the darkmantle with it).

Demons

All demons gain Energy Resistance I (cold, fire, lightning) and Energy Resistance IV (poison) as free feats.



Balor

Huge fiend (demon), chaotic evil

Level 13, BOSS monster


  • Hit points: 105
  • Guard: 21
  • Toughness: 27
  • Resolve: 29
  • Speed: 40ft., fly 80ft.

  • Feats: Attribute Substitution II (Might-->Energy), Diehard, Energy Resistance IV (fire, poison), Energy Resistance III (cold, electricity), Flying, Multi-attack specialist III, Natural Defense
  • Languages: Abyssal, telepathy 120ft.
  • Boss edge: 5

Attributes

Primary

Might: 10 (4d8)

Presence: 10 (4d8)

Secondary

Fortitude: 8 (3d8)

Logic: 8 (3d8)

Will: 8 (3d8)

Movement: 8 (3d8)

Special

Death throes: When the balor dies, it explodes, and each creature within 30 feet of it must make a CR 25 Agility Attribute check, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.

Fire aura: A creature that starts its turn within 5 feet of the balor takes 1 point of lethal fire damage. Additionally, when a creature attacks the balor and doesn't pierce its defense with a melee attack, it takes 3 points of fire damage.

Energized attacks: Whenever the balor hits with a weapon attack, it deals an additional 2 points of energy damage: fire with his longsword and electricity with his whip.


Favored Actions

Multiattack: The balor can make up to 8 additional attacks, and reduces the disadvantage caused by multiattacking by 3.

Longsword: Might (4d8, advantage 5) vs. Guard. Banes: Disarmed, Knockdown, Persistent Damage

Whip: Might (4d8, advantage 5) vs. Guard. Banes: Disarmed, Immobile, Persistent Damage


Dretch

Small fiend (demon), chaotic evil

Level 1


  • Hit points: 20
  • Guard: 13
  • Toughness: 15
  • Resolve: 10
  • Speed: 20ft.

  • Feats: Energy Resistance I (cold, fire, lightning, poison), Energy Resistance IV (poison)
  • Languages: Abyssal, telepathy 60ft. (works only with creatures that understand Abyssal)

Attributes

Primary

Fortitude: 5 (2d6)

Might: 3 (1d8)

Entropy: 3 (1d8)


Favored Actions

Bite or claw: Might (1d8) vs. Guard. Banes: Persistent damage (poison)

Fetid cloud: Entropy (1d8, disadvantage 3), 15 foot cube. Banes: Persistent damage (poison)



Glabrezu

Large fiend (demon), chaotic evil

Level 5


  • Hit points: 28
  • Guard: 20
  • Toughness: 19
  • Resolve: 15
  • Speed: 40ft.

  • Feats: Attack Specialization I (Pincer), Energy resistance I (cold, fire, lightning), Energy resistance IV (poison), Boon focus II (Truesight)
  • Languages: Abyssal, telepathy 120ft.

Attributes

Primary

Might: 6 (2d8)

Prescience: 6 (2d8)

Secondary

Fortitude: 5 (2d6)

Will: 4 (1d10)

Agility: 4 (1d10)


Favored Actions

Truesight: Boon: Truesight, Prescience (2d8), Minor Action, Power Level 5.

Pincer: Might (2d8, advantage 1) vs. Guard. Banes: Knockdown, Immobile (grapple)


Hezrou

Large fiend (demon), chaotic evil

Level 7


  • Hit points: 34
  • Guard: 23
  • Toughness: 22
  • Resolve: 16
  • Speed: 40ft.

  • Feats: Attack Specialization I (Claw), Energy resistance II (cold, fire, lightning), Energy resistance IV (poison), Multi-attack Specialist III
  • Languages: Abyssal, telepathy 120ft.

Attributes

Primary

Might:7 (2d10)

Fortitude: 6 (2d8)

Secondary

Will: 6 (2d8)

Agility: 5 (2d6)

Special

Stench: The Hezrou emits a horrible stench around itself. Every creature that starts its turn within 5 feet of the Hezrou takes 1 lethal poison damage. This damage does not stack from multiple sources (like multiple Hezrous).


Favored Actions

Multiattack: The Hezrou can make up to 4 additional attacks, and reduces the disadvantage caused by multiattacking by 3.

Claw: Might (2d10, advantage 1) vs. Guard. Banes: Knockdown, Persistent damage



Marilith

Large fiend (demon), chaotic evil

Level 10, BOSS monster


  • Hit points: 100
  • Guard: 30
  • Toughness: 24
  • Resolve: 16
  • Speed: 40ft.

  • Feats: Battlefield Opportunitist V, Battlefield Retribution, Diehard, Energy Resistance I (cold, fire, lightning), Energy Resistance IV (poison), Multi-attack specialist VI
  • Languages: Abyssal, telepathy 120ft.
  • Boss edge: 4

Attributes

Primary

Might: 10 (4d8)

Agility: 10 (4d8)

Secondary

Fortitude: 8 (3d8)

Logic: 8 (3d8)

Will: 6 (2d8)

Movement: 5 (2d6)


Favored Actions

Multiattack: The Marilith can make up to 6 additional attacks, and reduces the disadvantage caused by multiattacking by 6.

Longsword: Might (4d8, advantage 4) vs. Guard. Banes: Disarmed, Knockdown, Persistent Damage

Tail: Might (4d8, advantage 4), vs. Guard. Banes: Immobile, Persistent damage

Teleport: Boon, Teleportation, Power Level 5, using Movement (2d8).


Nalfeshnee

Large fiend (demon), chaotic evil

Level 6, BOSS monster


  • Hit points:
  • Guard:
  • Toughness:
  • Resolve:
  • Speed: 20ft., fly 30ft.

  • Feats: Boon Focus II (Teleportation), Energy Resistance I (cold, fire, lightning), Energy Resistance IV (poison), Flying, Heightened Invocation I (usually uses it to reduce the disadvantage on Horror Nimbus, if needed)
  • Languages: Abyssal, telepathy 120ft.
  • Boss edge: 3

Attributes

Primary

Might: 8 (3d8)

Presence: 8 (3d8)

Secondary

Fortitude: 6 (2d8)

Prescience: 6 (2d8)

Will: 6 (2d8)

Movement: 5 (2d6)


Favored Actions

Bite: Might (3d8, advantage 3) vs. Guard. Banes: Immobile, Persistent Damage

Horror Nimbus: Bane, Demoralized, Power Level 6. Presence (3d8, reduces the disadvantage caused by multi-targeting by 2) vs. Resolve.

Teleport: Boon, Teleportation, Power Level 5, using Movement (2d8), Minor Action.



Vrock

Large fiend (demon), chaotic evil

Level 3


  • Hit points: 20
  • Guard: 19
  • Toughness: 15
  • Resolve: 10
  • Speed: 40ft., fly 60ft.

  • Feats: Attack Specialization III (Beak), Bane Focus I (Persistent Damage), Energy resistance I (cold, fire, lightning), Energy resistance IV (poison)
  • Languages: Abyssal, telepathy 120ft.

Attributes

Primary

Might: 5 (2d6)

Fortitude: 5 (2d6)

Secondary

Agility: 4 (1d10)

Energy: 4 (1d10)


Favored Actions

Beak: Might (2d6, advantage 3) vs. Guard. Banes: Knockdown, Persistent Damage

Spores: Bane, Persistent Damage, Power Level 4, poison, 15-foot square. Energy (1d10, disadvantage 3) vs. Toughness.

Stunning Screech: Bane, Stunned, Power Level 4. Energy (1d10) vs. Toughness.

Devils

All devils get Energy Resistance I (cold), Energy Resistance IV (fire, poison) as free feats. Additionally, all devils gain Extraordinary Defense III feat; however, this feat is bypassed by magical and/or silvered weapons. All devils can see in the dark, both magical and mundane, up to a distance of 120 feet.


Barbed Devil

Medium fiend (devil), lawful evil

Level 3


  • Hit points: 20
  • Guard: 21 / 18
  • Toughness: 18 / 15
  • Resolve: 13 / 10
  • Speed: 30ft.

  • Feats: Attack Specialization III (Claw), Bane Focus I (Persistent Damage), Energy Resistance I (cold), Energy Resistance IV (fire, poison)
  • Languages: Infernal, telepathy 120ft.

Attributes

Primary

Fortitude: 5 (2d6)

Persuasion: 5 (2d6)

Secondary

Agility: 4 (1d10)

Energy: 4 (1d10)

Might: 4 (1d10)

Perception: 4 (1d10)


Favored Actions

Claw: Might (1d10, advantage 3) vs. Guard. Banes: Knockdown, Persistent Damage

Hurl Flame: Energy (1d10) vs. Guard. Banes: Persistent Damage



Bearded Devil

Medium fiend (devil), lawful evil

Level 1


  • Hit points: 18
  • Guard: 20 / 17
  • Toughness: 17 / 14
  • Resolve: 13 / 10
  • Speed: 30ft.

  • Feats: Energy Resistance I (cold), Energy Resistance IV (fire, poison), Multi attack specialist II (Glaive)
  • Languages: Infernal, telepathy 120ft.

Attributes

Primary

Fortitude: 4 (1d10)

Might: 4 (1d10)

Secondary

Agility: 3 (1d8)

Entropy: 3 (1d8)


Favored Actions

Multiattack: Bearded Devil can make up to 2 additional attacks, and reduces the disadvantage caused by multiattacking by 2.

Glaive: Might (1d10) vs. Guard. Banes: Knockdown, Persistent Damage

Beard: Bane, Persistent Damage, Power Level 2. Entropy (1d8) vs. Toughness.


Bone Devil

Large fiend (devil), lawful evil

Level 5


  • Hit points: 32
  • Guard: 24 / 21
  • Toughness: 19 / 16
  • Resolve: 18 / 15
  • Speed: 40ft., fly 40ft.

  • Feats: Attack Specialization III (Claw), Bane Focus II (Immobile) Energy Resistance I (cold), Energy Resistance IV (fire, poison), Multiattack Specialist III
  • Languages: Infernal, telepathy 120ft.

Attributes

Primary

Fortitude: 6 (2d8)

Might: 6 (2d8)

Secondary

Agility: 5 (2d6)

Perception: 5 (2d6)

Presence: 5 (2d6)


Favored Actions

Multiattack: Bone Devil can make up to 4 additional attacks, and reduces the disadvantage caused by multiattacking by 3.

Claw: Might (2d8, advantage 3) vs. Guard. Banes: Knockdown, Persistent Damage

Tail: Bane, Knockdown, Power Level 1. Might (2d8) vs. Guard.



Chain Devil

Medium fiend (devil), lawful evil

Level 4


  • Hit points: 22
  • Guard: 23 / 20
  • Toughness: 19 / 16
  • Resolve: 13 / 10
  • Speed: 40ft.

  • Feats: Attack Specialization IV (Chain), Bane Focus (Immobile), Energy Resistance I (cold), Energy Resistance IV (fire, poison)
  • Languages: Infernal, telepathy 120ft.

Attributes

Primary

Fortitude: 6 (2d8)

Might: 6 (2d8)

Secondary

Agility: 4 (1d10)

Influence: 5 (2d6)


Favored Actions

Chain: Might (2d8, advantage 4) vs. Guard. Banes: Immobile, Persistent Damage

Unnerving Mask: Bane, Fear, Power Level 5. Influence (2d6) vs. Resolve. Chain Devil creates an illusion that looks like one of the creature’s departed loved ones or bitter enemies, so powerful that it might instill fear in their hearts.


Erinyes

Medium fiend (devil), lawful evil

Level 6


  • Hit points: 32
  • Guard: 25 / 22
  • Toughness: 20 / 17
  • Resolve: 18 / 15
  • Speed: 30ft., fly 60ft.

  • Feats: Attack Specialization IV (Longbow), Energy Resistance I (cold), Energy Resistance IV (fire, poison), Multiattack Specialist III
  • Languages: Infernal, telepathy 120ft.

Attributes

Primary

Agility: 7 (2d10)

Fortitude: 7 (2d10)

Secondary

Might: 5 (2d6)

Presence: 5 (2d6)


Favored Actions

Multiattack: Erinyes can make up to 4 additional attacks, and reduces the disadvantage caused by multiattacking by 3.

Longbow: Agility (2d10, advantage 4) vs. Guard. Banes: Immobile, Persistent Damage



Horned Devil

Large fiend (devil), lawful evil

Level 6


  • Hit points: 32
  • Guard: 20 / 17
  • Toughness: 20 / 17
  • Resolve: 18 / 15
  • Speed: 20ft., fly 60ft.

  • Feats: Attack Specialization VI (Fork), Bane Focus (Persistent Damage), Energy Resistance I (cold), Energy Resistance IV (fire, poison)
  • Languages: Infernal, telepathy 120ft.

Attributes

Primary

Might: 7 (2d10)

Fortitude: 7 (2d10)

Secondary

Energy: 5 (2d6)

Perception: 5 (2d6)

Presence: 5 (2d6)


Favored Actions

Fork: Might (2d10, advantage 6) vs. Guard. Banes: Disarmed, Persistent Damage

Hurl Flame: Energy (2d6) vs. Guard. Banes: Persistent Damage


Ice Devil

Large fiend (devil), lawful evil

*Level 7 BOSS monster


  • Hit points: 85
  • Guard: 22 / 19
  • Toughness: 27 / 24
  • Resolve: 27 / 24
  • Speed: 40ft.

  • Feats: Attack Specialization I (Bite, Claws, Tail), Energy Resistance IV (cold, fire, poison), Multiattack Specialist IV
  • Languages: Infernal, telepathy 120ft.
  • Boss edge: 3

Attributes

Primary

Might: 9 (3d10)

Energy: 9 (3d10)

Secondary

Fortitude: 7 (2d10)

Perception: 7 (2d10)

Presence: 7 (2d10)

Will: 7 (2d10)


Favored Actions

Multiattack: Ice Devil can make 5 additional attacks, and reduces the disadvantage caused by multiattacking by 4.

Bite, Claws, or Tail: Might (3d10, advantage 4) vs. Guard. Banes: Immobile, Knockdown, Persistent Damage

Ice Wall: Boon, Barrier, Power Level 9. Energy (3d10). 30-foot long, 5-foot wide, 10-foot tall line.



Imp

Tiny fiend (devil, shapenchanger), lawful evil

Level 1


  • Hit points: 10
  • Guard: 16 / 13
  • Toughness: 13 / 10
  • Resolve: 13 / 10
  • Speed: 20ft., fly 40ft.

  • Feats: Energy Resistance I (cold), Energy Resistance IV (fire, poison), Multi attack specialist II (Glaive)
  • Languages: Infernal, telepathy 120ft.

Attributes

Primary

Alteration: 4 (1d10)

Persuasion: 4 (1d10)

Secondary

Agility: 3 (1d8)

Perception: 3 (1d8)


Favored Actions

Bite: Agility (1d8) vs. Guard. Banes: Persistent damage

Shapechanger: Without any checks, the imp can polymorph into a beast form that resembles a rat (speed 20ft.), a raven (20ft., fly 60ft.), or a spider (20ft., climb 20ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.


Pit Fiend

Large fiend (devil), lawful evil

Level 12, BOSS monster


  • Hit points: 105
  • Guard: 23 / 20
  • Toughness: 32 / 29
  • Resolve: 31 / 28
  • Speed: 30ft., fly 60ft.

  • Feats: Attack Specialization V (Mace), Bane Focus (Persistent Damage), Battlefield Retribution, Battlefield Punisher, Crushing Blow, Energy Resistance I (cold), Energy Resistance IV (fire, poison), Multi attack specialist VI, Overpowering Strike
  • Languages: Infernal, telepathy 120ft.
  • Boss edge: 5

Attributes

Primary

Energy: 10 (4d8)

Fortitude: 10 (4d8)

Might: 10 (4d8)

Secondary

Presence: 9 (3d10)

Will: 9 (3d10)


Favored Actions

Multiattack: Pit Fiend can make up to 7 additional attacks, and reduces the penalty caused by multiattacking by 6.

Mace: Might (4d8, advantage 10) vs. Guard. Banes: Forced Move, Knockdown, Stunned. Forceful property.

Fear aura: usually used as a boss edge action. Bane, Fear, Power Level 5. Might (4d8, advantage 5) vs. Resolve.

Fireball: Energy (4d8) vs. Guard. 20-foot cube.

Wall of fire: Boon, Barrier, Power Level 9. Energy (4d8). 50-foot long, 5.foot wide, 10-foot tall line.


Dinosaurs


Plesiosaurus

Large beast, unalligned

Level 2


  • Hit points: 16
  • Guard: 17
  • Toughness: 13
  • Resolve: 10
  • Speed: 20ft., swim 40ft.

  • Feats: Combat Follow-through, Combat Momentum, Evasive Footwork
  • Languages: -

Attributes

Primary

Might: 4 (1d10)

Secondary

Agility: 3 (1d8)

Fortitude: 3 (1d8)

Perception: 2 (1d6)


Favored Actions

Bite: Might (1d8) vs. Guard. Banes: Persistent damage


Triceratops

Huge beast, unalligned

Level 3


  • Hit points: 18
  • Guard: 18
  • Toughness: 16
  • Resolve: 10
  • Speed: 50ft.

  • Feats: Crushing blow, Natural Defense II, Overpowering Strike
  • Languages: -

Attributes

Primary

Might: 6 (2d8)

Secondary

Fortitude: 4 (1d10)


Favored Actions

Gore: Might (2d8) vs. Guard. Banes: Force Move, Knockdown. Forceful property.

Stomp: Might (2d8) vs. Guard. Banes: Immobile, Stunned. Usually used while the target is prone.



Tyrannosaurus Rex

Huge beast, unalligned

Level 4, BOSS monster


  • Hit points: 70
  • Guard: 20
  • Toughness: 20
  • Resolve: 15
  • Speed: 50ft.

  • Feats: Attack Specialization I (Bite, Tail), Diehard, Naturall Defense III
  • Languages: -
  • Boss edge: 2

Attributes

Primary

Might: 7 (2d10)

Fortitude: 7 (2d10)

Secondary

Perception: 5 (2d6)

Presence: 5 (2d6)


Favored Actions

Bite: Might (2d8, advantage 3) vs. Guard. Banes: Immobile, Persistent Damage.

Tail: Might (2d8. advantage 3) vs. Guard. Banes: Forced move, Knockdown, Stunned.

Frightful Presence: Bane, Fear, Power Level 5- Might (2d8, advantage 2) vs. Resolve.

Doppelganger


Doppelganger

Medium monstrosity (shapenchanger), neutral

Level 1


  • Hit points: 10
  • Guard: 13
  • Toughness: 10
  • Resolve: 10
  • Speed: 30ft.

  • Feats: Lethal Strike II
  • Languages: Common

Attributes

Primary

Persuasion: 4 (1d10)

Prescience: 4 (1d10)

Secondary

Agility: 3 (1d8)

Perception: 3 (1d8)


Favored Actions

Bite: Agility (1d8) vs. Guard. Banes: Persistent damage

Shapechanger: Without any checks, the doppelganer can use its major action polymorph into a small or medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Read Thoughts: Bane, Mind Dredge, Power Level 4. Prescience (1d10) vs. Resolve.


Dragons

All dragons receive Energy Resistance IV feat for free. The type of damage depends on their color and type:

  • Acid: Black and Copper
  • Lightning: Blue and Bronze
  • Poison: Green
  • Fire: Brass, Gold and Red
  • Cold: Silver and White

All dragons can see in the dark and pinpoint the exact location of every creature within a certain distance of them, depending on their age (blindsight).


Additionally, all dragons have an additional time of movement speed in addition to those than noted in their stat block. This movement speed is equal to 40ft. :

  • Swim: Black, Bronze, Gold, Green and White
  • Burrow: Blue, Brass and White
  • Climb: Copper and Red

Dragons shoot either lines or cones of energy corresponding to their type:

  • Cone: Brass, Gold, Green, Red, Silver and White
  • Line: Black, Blue, Bronze amd Copper

Evil (chromatic) dragons:

  • Black
  • Blue
  • Green
  • Red
  • White

Good (metallic) dragons:

  • Brass
  • Bronze
  • Copper
  • Gold
  • Silver

Ancient Dragon

Gargantuan dragon

Level 11, BOSS monster


  • Hit points: 100
  • Guard: 24 (+4 from natural armor)
  • Toughness: 29
  • Resolve: 28
  • Speed: 40ft., fly 80ft.

  • Feats: Attack Specialization (Energy), Diehard, Energy Resistance IV (X), Multiattack Specialist VI, Multitarget Attack Specialist V
  • Languages: Common, Draconic
  • Boss edge: 4
  • Special senses: Blindsight 60ft., Darkvision 120ft.

Attributes

Primary

Energy: 10 (4d8)

Fortitude: 10 (4d8)

Learning: 10 (4d8)

Logic: 10 (4d8)

Might: 10 (4d8)

Secondary

Perception: 9 (3d10)

Persuasion: 9 (3d10)

Presence: 9 (3d10)

Will: 9 (3d10)


Favored Actions

Multiattack: A dragon can make up to 7 additional attacks, and reduces the penalty caused by multiattacking by 6.

BIte, Claws, or Tail: Might (4d8, advantage 4) vs. Guard. Banes: Immobile, Knockdown, Persistent Damage, Stunned

Dragon's Breath: Energy (4d8) vs. Guard. Banes: Persistent Damage. 9 squares.

Frightful Presence: usually used as a boss edge action. Bane, Fear, Power Level 5. Might (4d8, advantage 4) vs. Resolve.



Adult Dragon

Huge dragon

Level 7, BOSS monster


  • Hit points: 85
  • Guard: 21 (+2 from natural armor)
  • Toughness: 26
  • Resolve: 24
  • Speed: 40ft., fly 80ft.

  • Feats: Diehard, Energy Resistance IV (X), Multiattack Specialist III, Multitarget Attack Specialist VI
  • Languages: Common, Draconic
  • Boss edge: 3
  • Special senses: Blindsight 60ft., Darkvision 120ft.

Attributes

Primary

Energy: 9 (3d10)

Fortitude: 9 (3d10)

Learning: 9 (3d10)

Logic: 9 (3d10)

Might: 9 (3d10)

Secondary

Perception: 7 (2d10)

Persuasion: 7 (2d10)

Presence: 7 (2d10)

Will: 7 (2d10)


Favored Actions

Multiattack: A dragon can make up to 5 additional attacks, and reduces the penalty caused by multiattacking by 3.

Bite, Claws, or Tail: Might (3d10, advantage 3) vs. Guard. Banes: Immobile, Knockdown, Persistent Damage, Stunned

Dragon's Breath: Energy (2d10) vs. Guard. Banes: Persistent Damage. 6 squares.

Frightful Presence: usually used as a boss edge action. Bane, Fear, Power Level 5. Might (3d10, advantage 3) vs. Resolve.


Young Dragon

Large dragon

Level 3, BOSS monster


  • Hit points: 60
  • Guard: 18 (+1 from natural armor)
  • Toughness: 22
  • Resolve: 20
  • Speed: 40ft., fly 80ft.

  • Feats: Diehard, Energy Resistance IV (X), Multiattack Specialist I, Multitarget Attack Specialist I
  • Languages: Common, Draconic
  • Boss edge: 2
  • Special senses: Blindsight 30ft., Darkvision 120ft.

Attributes

Primary

Energy: 7 (2d10)

Fortitude: 7 (2d10)

Learning: 7 (2d10)

Logic: 7 (2d10)

Might: 7 (2d10)

Secondary

Perception: 5 (2d6)

Persuasion: 5 (2d6)

Presence: 5 (2d6)

Will: 5 (2d6)


Favored Actions

Multiattack: A dragon can make up to 3 additional attacks, and reduces the penalty caused by multiattacking by 1.

Bite, Claws, or Tail: Might (2d10, advantage 2) vs. Guard. Banes: Immobile, Knockdown, Persistent Damage, Stunned

Dragon Breath: Energy (2d10) vs. Guard. Banes: Persistent Damage. 3 squares.

Frightful Presence: usually used as a boss edge action. Bane, Fear, Power Level 5. Might (2d10, advantage 2) vs. Resolve.


Drider


Drider

Large monstrosity, chaotic evil

Level 3


  • Hit points: 18
  • Guard: 14
  • Toughness: 14
  • Resolve: 10
  • Speed: 30ft., climb 30ft.

  • Feats: Boon Focus II (Darkness), Multiattack Specialist I, Superior Concentration I
  • Languages: Elvish, Undercommon
  • Special senses: Darkvision 120ft.; sustain persists
  • Special weakness: The drider has disadvantage 1 on all rolls while in direct sunlight due to their sunlight sensitivity.

Attributes

Primary

Influence: 5 (2d6)

Prescience: 5 (2d6)

Secondary

Agility: 4 (1d10)

Fortitude: 4 (1d10)

Perception: 4 (1d10)


Favored Actions

Multiattack: The drider can make up to 3 additional attacks, and reduces the penalty caused by multiattacking by 1.

Darkness: Boon, Darkness, Power Level 5. Influence (2d6); automatical invoke, no roll required.

Longsword: Agility (1d10) vs. Guard. Banes: Disarmed, Persistent Damage.

Longbow: Agility (1d10) vs. Guard. Banes: Persistent Damage, Slowed

Dryad


Dryad

Medium fey, neutral

Level 1


  • Hit points: 18
  • Guard: 13
  • Toughness: 10
  • Resolve: 14
  • Speed: 30ft.

  • Feats: Boon Focus I (Resistance), Boon Focus I (Heal)
  • Languages: Common

Attributes

Primary

Alteration: 4 (1d10)

Presence: 4 (1d10)

Secondary

Agility: 3 (1d8)

Perception: 3 (1d8)


Favored Actions

Barkskin: Boon, Resistance, Power Level 3. Alteration (1d10) to invoke.

Goodberry: Boon, Heal, Power Level 4. Presence (1d10) to invoke.

Entangle: Bane, Immobile, Power Level 4. Alteration (1d10) vs. Guard.

Shortbow: Agility (1d10) vs. Guard. Banes: Knowckdown, Persistent Damage, Slowed


Duergar


Duergar

Medium humanoid (dwarf), lawful evil

Level 1


  • Hit points: 24
  • Guard: 18
  • Toughness: 17
  • Resolve: 13
  • Speed: 25ft.

  • Feats: Energy Resistance II (Poison)
  • Languages: Dwarvish, Undercommon
  • Special senses: Darkvision 120ft.

Attributes

Primary

Alteration: 5 (2d6)

Fortitude: 4 (1d10)

Might: 4 (1d10)

Secondary

Will: 3 (1d8)


Favored Actions

Enlarge: As a Major Action, the duergar can increase in size, becoming 10 feet tall and increasing his reach to 10 feet. This change lasts for 1 minute.

War pick: Might (1d10) vs. Guard. Banes: Forced Move, Knockdown, Stunned

Invisibility: Boon, Invisible, Power Level 5. Alteration (2d6) to invoke.

Elementals

Due to their elemental nature, all elementals receive the Energy Resistance IV (poison) feat for free. Additionally, they are immune to the fatigued bane, immobile bane caused by paralyzing, and cannot be petrified.


Air Elemental

Large elemental, neutral

Level 3


  • Hit points: 20
  • Guard: 21
  • Toughness: 15
  • Resolve: 10
  • Speed: 0ft., fly 90ft. (hover)

  • Feats: Energy Resistance IV (poison), Evasive Footwork, Multi-target Attack Specialist III
  • Languages: Auran
  • Special senses: Darkvision 60ft.

Attributes

Primary

Agility: 6 (2d8)

Secondary

Might: 5 (2d6)

Fortitude: 5 (2d6)


Favored Actions

Slam: Agility (2d8) vs. Guard. Banes: Knockdown, Stunned

Whirlwind: All targets within reach, disadvantage reduced by 3. Agility (2d8) vs. Guard. Banes: Knockdown, Stunned



Earth Elemental

Large elemental, neutral

Level 3


  • Hit points: 22
  • Guard: 16
  • Toughness: 16
  • Resolve: 10
  • Speed: 30ft., burrow 30ft.

  • Feats: Attack Specialization IV (slam), Energy Resistance IV (poison)
  • Languages: Terran
  • Special senses: Darkvision 60ft.
  • 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, and has advantage 1 on all rolls against them.
  • Vulnerability: The elemental takes double damage from electricity based attacks.

Attributes

Primary

Fortitude: 6 (2d8)

Might: 6 (2d8)


Favored Actions

Slam: Might (2d8, advantage 4) vs. Guard. Banes: Knockdown, Stunned


Fire Elemental

Large elemental, neutral

Level 3


  • Hit points: 26
  • Guard: 15
  • Toughness: 18
  • Resolve: 10
  • Speed: 50ft.

  • Feats: Energy Resistance IV (fire, poison)
  • Languages: Ignan
  • Special senses: Darkvision 60ft.
  • Fire form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 1 fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 1 fire damage and catches fire; the creature is subject to a Persistent Damage bane, taking 1 point of fire damage instead of the usual amount.
  • Water susceptibility: For every 5 feet the fire elemental moves in water, or for every gallon of water splashed on it, it takes 1 point of cold damage.

Attributes

Primary

Agility: 5 (2d6)

Secondary

Fortitude: 4 (1d10)

Will: 4 (1d10)


Favored Actions

Slam: Agility (2d6) vs. Guard. Banes: Persistent Damage



Water Elemental

Large elemental, neutral

Level 3


  • Hit points: 20
  • Guard: 20
  • Toughness: 15
  • Resolve: 10
  • Speed: 30ft., swim 90ft.

  • Feats: Attack Specialization III (Whelm), Bane Focus (Immobilized), Energy Resistance IV (poison)
  • Languages: Aquan
  • Special senses: Darkvision 60ft.
  • Water form: The elemental can move through a space as narrow as 1 inch wide without squeezing. It can also go into a hostile creature's space and stop there.
  • Freeze: If the elemental takes cold damage, it partially freezes; its speed is reduced by 20ft. until the end of its next turn.
  • Whelm: this attack is only available if the elemental is in an enemy space. The elemental gains advantage 1 on the attack roll if it uses this attack.

Attributes

Primary

Might: 5 (2d6)

Fortitude: 5 (2d6)

Agility: 5 (2d6)


Favored Actions

Slam: Might (2d6) vs. Guard. Banes: Knockdown, Stunned

Whelm: Might (2d6, advantage 4) vs. Guard. Only available when the elemental is in an enemy space. Banes: Immobilized

Elf, Drow


Drow

Medium humanoid (elf), neutral evil

Level 1


  • Hit points: 16
  • Guard: 14
  • Toughness: 10
  • Resolve: 13
  • Speed: 30ft.

  • Feats: Boon Focus I (Darkness), Lethal Strike I
  • Languages: Elvish, Undercommon
  • Special senses: Darkvision 120ft.
  • Sunlight sensitivity: While in direct sunlight, the drow has disadvantage 1 on all rolls.

Attributes

Primary

Agility: 4 (1d10)

Perception: 4 (1d10)

Secondary

Influence: 3 (1d8)

Will: 3 (1d8)


Favored Actions

Darkness: Boon, Darkness, Power Level 3. Influence (1d8); automatical invoke, no roll required.

Longsword: Agility (1d10) vs. Guard. Banes: Disarmed, Persistent Damage.

Longbow: Agility (1d10) vs. Guard. Banes: Persistent Damage, Slowed


Ettercap


Ettercap

Medium monstrosity, neutral evil

Level 2


  • Hit points: 22
  • Guard: 14
  • Toughness: 16
  • Resolve: 13
  • Speed: 30ft., climb 30ft.

  • Feats: Bane Focus (Immobile), Multiattack Specialist III
  • Languages: -
  • Special senses: Darkvision 60ft., Web Sense
  • Web Sense: While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

Attributes

Primary

Agility: 4 (1d10)

Movement: 5 (2d6)

Perception: 4 (1d10)

Secondary

Fortitude: 3 (1d8)

Will: 3 (1d8)


Favored Actions

Multiattack: The ettercap can make up to 2 additional attacks, and reduces the penalty caused by multiattacking by 3.

Bite, Claw: Agility (1d10) vs. Guard. Banes: Disarmed, Immobile.

Web: Bane, Immobile, Power Level 1. Movement (2d6, advantage 2) vs. Guard.

Ettin


Ettin

Large giant, chaotic evil

Level 3


  • Hit points: 23
  • Guard: 15
  • Toughness: 15
  • Resolve: 10
  • Speed: 40ft.

  • Feats: Attack Specialization II (Battleaxe), Diehard, Tough as nails
  • Languages: -
  • Two Heads: The ettin, due to its 2 heads, has advantage 1 on all Perception rolls

Attributes

Primary

Fortitude: 5 (2d6)

Might: 5 (2d6)

Perception: 5 (2d6, advantage 1)


Favored Actions

Battleaxe: Might (2d6, advantage 2) vs. Guard. Banes: Forced Move, Knockdown, Stunned


Violet Fungus


Violet Fungus

Medium plant, unallignedl

Level 1


  • Hit points: 10
  • Guard: 10
  • Toughness: 10
  • Resolve: 10
  • Speed: 5ft.

  • Feats: Attack Specialization 1 (Rotting Touch), Bane Focus I (Persistent Damage)
  • Languages: -
  • Special senses: Blindsight 30ft. (blind beyond this radius)

Attributes

Primary

Entropy: 5 (2d6)


Favored Actions

Rotting Touch: Entropy (2d6, advantage 1) vs. Toughness. Banes: Persistent Damage

Gargoyle


Gargoyle

Medium elemental, chaotic evil

Level 4


  • Hit points: 25
  • Guard: 19
  • Toughness: 19
  • Resolve: 10
  • Speed: 30ft., fly 60ft.

  • Feats: Diehard, Energy Resistance IV (poison), Natural Defense III, Tough as Nails
  • Languages: Terran
  • False appeareance: While the gargoyle remains motionless, it is indistinguishable from a normal statue.

Attributes

Primary

Fortitude: 6 (2d8)

Might: 6 (2d8)


Favored Actions

Claws: Might (2d8) vs. Guard. Banes: Forced Move, Knockdown, Stunned


Genies


Djinni

Large elemental, chaotic good

Level 6


  • Hit points: 24
  • Guard: 15
  • Toughness: 17
  • Resolve: 22
  • Speed: 30ft., fly 90ft.

  • Feats: Attack Specialization IV (Scimitar), Attack Specialization III (Energy)
  • Languages: Auran
  • Elemental demise: If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Attributes

Primary

Movement: 7 (2d10)

Will: 7 (2d10)

Secondary

Energy: 5 (2d6)

Illusion: 5 (2d6)

Might: 5 (2d6)

Prescience: 5 (2d6)


Favored Actions

Detection: Boon, Detection, Power Level 1. Prescience (2d6) to invoke.

Teleport: Boon, Teleport, Power Level 7. Movement (2d10) to invoke.

Wind Walk: Boon, Haste, Power Level 6. Movement (2d10) to invoke.

Scimitar: Might (2d6, advantage 4) vs. Guard. Banes: Persistent Damage, Unarmed

Thunderwave: Energy (2d6) vs. Guard. Banes: Persistent Damage, Knockback. 15 foot cube (with the Djinni as the source of it).

Eefreeti


Eefreeti

Large elemental, lawful evil

Level 6


  • Hit points: 24
  • Guard: 15
  • Toughness: 17
  • Resolve: 17
  • Speed: 40ft., fly 60ft.

  • Feats: Attack Specialization IV (Scimitar), Attack Specialization III (Energy)
  • Languages: Ignan
  • Elemental demise: If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

Attributes

Primary

Movement: 7 (2d10)

Will: 7 (2d10)

Secondary

Energy: 5 (2d6)

Illusion: 5 (2d6)

Might: 5 (2d6)

Prescience: 5 (2d6)


Favored Actions

Detection: Boon, Detection, Power Level 1. Prescience (2d6) to invoke.

Teleport: Boon, Teleport, Power Level 7. Movement (2d10) to invoke.

Wind Walk: Boon, Haste, Power Level 6. Movement (2d10) to invoke.

Scimitar: Might (2d6, advantage 4) vs. Guard. Banes: Persistent Damage, Unarmed

Hurl flame: Energy (2d6, advantage 3) vs. Guard. Banes: Persistent Damage, Knockback.


Ghost


Ghost

Medium undead, any alignment

Level 2


  • Hit points:
  • Guard:
  • Toughness:
  • Resolve:
  • Speed:

Attributes


Primary

Entropy:

Influence:

Secondary

Will:

Agility:

Prescience:

Kraken



Kraken

Gargantuan monstrosity (titan), chaotic evil

Level 14, BOSS monster


  • Hit points: 110
  • Guard: 20
  • Toughness: 29
  • Resolve: 28
  • Speed: 20ft., swim 60ft.

  • Feats: Attack Specialization V (Tentacle), Energy Resistance IV (electricity), Multi-target Attack Specialist VI
  • Languages: Abyssal, Celestial, Infernal, Primordial; cannot speak, telepathy 120ft.
  • Boss edge: 5
  • Special senses: Truesight (Power Level 9) 120ft.
  • Freedom of movement: The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Attributes

Primary

Might: 10 (4d8)

Fortitude: 10 (4d8)

Secondary

Energy: 9 (3d10)

Learning: 9 (3d10)

Logic: 9 (3d10)

Prescience: 9 (3d10)

Presence: 9 (3d10)

Will: 9 (3d10)


Favored actions

Lightning storm: Energy (3d10, advantage 5) vs. Guard. Banes: Persistent Damage, Stunned

Tentacle: Might (4d8, advantage 10) vs. Guard. Banes: Immobile (Grappled), Knockdown

Fling: While holding a grappled target, the kraken can fling it up to 60ft. away on its turn. The target takes falling damage from the fling and lands prone. Might (4d8, advantage 11) vs. Guard.

Bite: The kraken can bite a single creature it's grappling. If successful, the target is swallowed and automatically gains the banes stated in the attack along with the damage. Might (4d8, advantage 5) vs. Guard. Banes: Blinded, Immobile. 20 points of damage from the inside in a single round causes the kraken to regurgitate all creatures.

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