# 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.

___



<div style='margin-top:70px'></div>


This Monster Manual doesn't contain any lore. For lore on these monsters, you can purchase the official Monster Manual for 5e, found in your local gaming store or here: http://dnd.wizards.com/products/tabletop-games/rpg-products/monster-manual


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**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.”*

___

<div class='toc'>
##### Table Of Contents
- **[1 Monster Manual](#p1)**
  - [1.1 Aboleth](#p2)
  - [1.2 Angels](#p2)
  - [1.3 Animated objects](#p4)
  - [1.4 Ankheg](#p5)
  - [1.5 Azer](#p5)
  - [1.6 Bazilisk](#p6)
  - [1.7 Behir](#p6)
  - [1.8 Bugbear](#p7)
  - [1.9 Bullete](#p7)
  - [1.10 Centaur](#p8)
  - [1.11 Chimera](#p8)
  - [1.12 Chuul](#p9)
  - [1.13 Cockatrice](#p9)
  - [1.14 Darkmantle](#p10)
  - [1.15 Demons](#p10)
  - [1.16 Devils](#p14)
  - [1.17 Dinosaurs](#p18)
  - [1.18 Doppelganger](#p20)
  - [1.19 Dragons](#p20)
  - [1.20 Drider](#p22)
  - [1.21 Dryad](#p23)
  - [1.22 Duergar](#p23)
  - [1.23 Elementals](#p24)
  - [1.24 Elf, Drow](#p26)
  - [1.25 Ettercap](#p26)
  - [1.26 Ettin](#p27)
  - [1.27 Violet Fungus](#p27)
  - [1.28 Gargoyle](#p28)
  - [1.29 Genies](#p28)
</div>



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\page

___
> ## 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.


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\page

___
> ## 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.


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\page

## 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


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\page

## 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


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\page

## 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*


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## 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


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## 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.


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## 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


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\page

## 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*


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\page

___
> ## 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)*


<div class='pageNumber auto'></div>


\page

___
> ## 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).


<div class='pageNumber auto'></div>


\page

___
> ## 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.


<div class='pageNumber auto'></div>


\page

## 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. 


<div class='pageNumber auto'></div>


\page

___
> ## 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.


<div class='pageNumber auto'></div>


\page

___
> ## 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* 


<div class='pageNumber auto'></div>


\page

___
> ## 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.


<div class='pageNumber auto'></div>


\page

___
> ## 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*


<div class='pageNumber auto'></div>


\page

___
> ## 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.


<div class='pageNumber auto'></div>


\page

## 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


<div class='pageNumber auto'></div>


\page




___
> ## 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.


<div class='pageNumber auto'></div>


\page




___
> ## 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*


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\page

## 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.


<div class='pageNumber auto'></div>


\page

## 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*


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\page

___
> ## 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* 


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\page

## 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.


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\page

## 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*


<div class='pageNumber auto'></div>


\page

## 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).


<div class='pageNumber auto'></div>


\page

## 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:**


<div class='pageNumber auto'></div>



\page

## 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.